Podcasts about immersive

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Latest podcast episodes about immersive

Recording Studio Rockstars
RSR572 - BZ Lewis - Unlocking the Emotional Power of Immersive Audio

Recording Studio Rockstars

Play Episode Listen Later Aug 21, 2026 98:07


What insights do immersive audio techniques, like Atmos, offer for emotional storytelling and how do different speaker setups influence our perception of space and emotion in music?My guest today is BZ Lewis, a producer, engineer, and mixer with over 30 years of experience. He's earned six Emmy Awards and specializes in immersive audio, working with major brands like Apple, Google, and Sony. BZ has a deep background in both stereo and Dolby Atmos mixing, with credits spanning television, film, and music.In this episode, we dive into the practicalities of working in immersive audio, exploring how Atmos expands emotional expression in music and film. BZ shares his approach to speaker setups, balancing front, rear, and overhead channels, and discusses how spatial placement can enhance storytelling. We also get into technical gear choices, from legacy analog mixers to modern digital setups, and talk about the creative process of constructing sound spaces that resonate emotionally. Whether you're curious about Atmos workflows, myth-busting headphone playback myths, or the artistry behind spatial mixing, this chat offers grounded insights from a professional.We explore how BZ uses tools like Superior Drummer for loop creation, his favorite synths for EDM, and his strategies for managing a versatile studio setup that handles everything from podcasts to atmospheric mixes. Plus, he reflects on the importance of community events like AES for networking and learning, and how holding onto vintage gear can add character to your studio.Get access to FREE mixing mini-course: https://MixMasterBundle.comTHANKS TO OUR SPONSORS!http://UltimateMixingMasterclass.comhttps://usa.sae.edu/ The next program starts September 8, 2026 – don't wait!https://www.native-instruments.com Use code ROCK10 to get 10% off!https://www.spectra1964.comhttps://gracedesign.com/https://RecordingStudioRockstars.com/Academyhttps://www.thetoyboxstudio.com/Listen to the podcast theme song “Skadoosh!” https://solo.to/lijshawmusicListen to this guest's discography on Apple Music:https://music.apple.com/us/playlist/dolby-atmos-playlist/pl.u-11zBMe3FKK4BbIf you love the podcast, then please leave a review: https://RSRockstars.com/ReviewCLICK HERE FOR COMPLETE SHOW NOTES AT: https://RSRockstars.com/572

CI to Eye
Ann Morrow Johnson, Global Immersive Experience & Entertainment Leader at Gensler

CI to Eye

Play Episode Listen Later Aug 20, 2026 40:34


As our attention becomes increasingly fragmented, the value of being fully present together has never been greater. The most memorable experiences go beyond spectacle and  create a clear sense of place, invite participation, and give people something meaningful to feel together. Ann Morrow Johnson has spent her career designing those kinds of experiences. After more than a decade at Walt Disney Imagineering, she now co-leads Gensler's Entertainment practice, applying lessons from theme parks and immersive entertainment to cultural organizations, hospitality, real estate, and other physical spaces. In this episode, Ann Morrow explores why authenticity matters more than showmanship, how shifting from a scarcity mindset to a value-creation mindset can open up new possibilities, and why growing demand for shared, participatory experiences gives cultural organizations plenty of reason for optimism. --- LINKS: Gensler 2025 Immersive Industry Report: https://www.gensler.com/gri/immersive-industry-report-2025  No Proscenium: https://www.noproscenium.com/

Bull & Fox
Browns hosted "immersive" experience for new stadium

Bull & Fox

Play Episode Listen Later Aug 17, 2026 17:56


Nick and J.P. talking about the Browns hosting an immersive experience for the new stadium in Brook Park.

The Gee and Ursula Show
Hour 3: Immersive Serial Killer Exhibit at Pacific Place

The Gee and Ursula Show

Play Episode Listen Later Aug 14, 2026 36:24


GUEST: Lee Keller, Denny Blaine for All says the bad behavior is back // AGREE TO DISAGREE: What the heck is the obsession with true crime? // WORDS TO LIVE BY

Primary Technology
Pixel 11 Has Some Good Ideas, Zuck's AI Fever Dream, Spotify's Worst Idea Yet

Primary Technology

Play Episode Listen Later Aug 13, 2026 93:34


Google unveils the Pixel 11 lineup and takes on Wispr Flow dictation and computational photography, Zuck writes an AI manifesto about wanting to be with the cool kids, Claude explains how it plans to label AI-generated text, and Spotify tries to end podcasting again.Member Promo Code: IWANTCHAPTERS (Click above and the $2.50 promo will be auto applied!)Top Five Tech | Stephen's PodcastCreative Effort | Jason's PodcastWatch on YouTube!Show Notes via EmailEmail Us: podcast@primarytech.fm@stephenrobles on Threads@jasonaten on ThreadsSponsors:Decagon.ai - Go to  decagon.ai/primaryto get a personalized demo and see what Decagon can do for your team.Links from the showApple Announces 3D MLB Games Coming to Vision Pro - MacRumorsThe 7 biggest announcements of Google's Pixel 11 launch | The VergeMade by Google '26 - YouTubeGoogle's Magic Camera - Instagram ReelGoogle aims for influencers with the Pixel 11 Creator Suite | The VergeGoogle is making the Pixel cameras better by making them worse | The VergeGoogle Unveils $29 Pixel Tag to Take On Apple's AirTag - MacRumorsThe Future is for EveryoneHow to spot AI writingHow Claude marks AI-generated content | Claude Help CenterSpotify threatens industry with ad-skipping toolSpotify will label 'AI Persona' profiles and exclude their music from recommendations | TechCrunchOpenAI puts the brakes on a new model because it's supposedly too powerful | The VergeYouTube now requires creators to have twice as many watch hours to start earning money | TechCrunchI made the PC I couldn't buy - YouTube (00:00) - Intro (08:25) - MLB in Immersive (12:13) - Pixel 11 Event (15:07) - Rambler Dictation (20:17) - Switching to Pixel (24:02) - Creator Suite and Camera (35:01) - Sponsor: Decagon (37:17) - Zuck's AI Fever Dream (55:48) - Claude to Watermark Text (01:06:48) - Spotify Tries to Kill Podcasting (01:14:03) - YouTube Makes Monetization Harder (01:21:44) - Kanightmare (Kan Do App) ★ Support this podcast ★

Pods Like Us
Immersive, Not Gimmicky: Gunshots, Ghosts and Kylie Minogue in 360°

Pods Like Us

Play Episode Listen Later Aug 13, 2026 73:53 Transcription Available


Risk, Rears, and ReverbMarv reunites with two old friends from the Nottinghamshire music scene — Dolby Atmos mixing engineer Kurt Martinez and music educator/dementia-charity worker Rob Huskinson — for a wide-ranging chat about immersive audio, career risk-taking, and what it actually means to teach music in 2026.Kurt walks through how he backed into podcast/audio-drama mixing via Audible's early Atmos launch, why documentaries and scripted drama get treated completely differently in the mix (stage-setting vs. free-roaming immersion), and the gunshot-and-bullet-trajectory example that shows just how precisely spatial audio storytelling can get. He also talks through mixing Kylie Minogue's latest album in Atmos — commuting with it on AirPods Max, checking it on a Sonos speaker while doing housework, and revisiting it recently on 7.1.4 headphones to see how it's held up.Rob brings the conversation into music education, talking about designing a curriculum that starts from what's relevant to students now rather than working backwards from music history, and his work with Open Door, a Nottinghamshire dementia day service, where he helps organise carer support events (money management, physiotherapy, nutrition) alongside the day-to-day group sessions. There's also a candid stretch on ADHD, time management, and the different but complementary ways Kurt and Rob each work in a studio.The three of them close on the value of informal networking ("smooshy events"), the risks each of them took to build a freelance/portfolio career, and what's next for each — including Season 2 of I Am Not Nicholas, out now.In this episode:How Kurt got into Dolby Atmos, from a Guinness cinema ad to mixing I Am Not Nicholas for BBC/AudibleThe difference between mixing music, scripted audio drama, and documentary in AtmosMixing Kylie Minogue's latest album in immersive audioBuilding a curriculum around student relevance vs. music historyOpen Door — a Nottinghamshire dementia day service, and Rob's work with carersADHD, time management, and studio workflowCareer risk-taking, freelancing, and the value of informal networkingWhat's next: I Am Not Nicholas S2, new Alfie Duke and Meek singles, The Script's new albumGuests:Kurt Martinez — Dolby Atmos mixing engineer (Audible, BBC, I Am Not Nicholas, Kylie Minogue) — find him on LinkedIn and InstagramRob Huskinson — music lecturer and grants/events lead for Open Door dementia day service — find him on LinkedIn

Addicted to the Mouse: Planning Disney World, Disneyland, and All Things Disney
The Most Immersive Dining in Disney World (And Where to Book!)

Addicted to the Mouse: Planning Disney World, Disneyland, and All Things Disney

Play Episode Listen Later Aug 12, 2026 32:30


On today's Disney podcast, we're talking about the most immersively themed restaurants (and a couple of lounges) in all of Walt Disney World. From the restaurant itself to the themed food and drinks to the staff who routinely play roles in your dining experience (in addition to serving the food), these restaurants all stand out to us based on immersion. Which ones do you love and which ones do you hate? Enjoy! This episode is sponsored by Fantastical Vacations. For free concierge vacation planning, specializing in Disney and Universal Vacations, visit https://www.fantasticalvacations.com We would love you to join us on Patreon! Thanks so much for supporting the show. We also have Addicted to the Mouse Merchandise! You can check it out at https://addictedtothemerch.com Thanks so much for listening! If you like what you hear, please subscribe and catch us every Sunday for the podcast. Join us every Sunday and Wednesday evening as we take you to Walt Disney World, Disneyland, on Disney Cruise Line, Universal Studios and everywhere in between! We can be found at www.addictedtothemouse.com and be reached at danandleslie@addictedtothemouse.com Please also connect with us here: Patreon – https://www.patreon.com/addictedtothemouse Youtube – https://www.youtube.com/@AddictedtotheMouse Facebook – https://www.facebook.com/AddictedtotheMouse/ Instagram – https://instagram.com/addictedtothemouse/ The post The Most Immersive Dining in Disney World (And Where to Book!) appeared first on Addicted to the Mouse.

Voices of VR Podcast – Designing for Virtual Reality
#1787: Blending the Elements of Experiential Design & Process-Relational Foundations of the Elements

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 11, 2026 68:24


I gave a lecture about "Blending the Elements of Experiential Design" on Saturday, June 6, 2026 at Seattle XR in Seattle, Washington. (PDF of Slides]. At the end, I run through some examples of the types of interdisciplinary fusion that I see within the context of immersive storytelling and immersive art. This lecture also digs into the process-relational philosophical foundations, as well as how I'm gaining additional inspiration from Empedocles, Aristotle, and the Classical Quadrivium (Four Arts) of Math, Music, Geometry, and Astronomy. For my 30+ hours of coverage of Venice Immersive, then I apply this archetypal framework to help describe the context, quality, character, and story of each of these projects. You can see an overview of how I've been using this framework in this PDF on "Venice Immersive 2025 Archetypal Categorizations" https://www.youtube.com/watch?v=01M5NcOYzx0 One of goals of this talk was to further define the archetypal nature of the elements, and how I'm conceiving of them as a possibility space of design tradeoffs (C.S. Peirce's "Firstness"), but also as the concrete decisions that an experiential designer makes ("Secondness"), and then finally how these decisions are experienced more from a phenomenological experience as the audience as we feel, sense, act, and make sense of these experiences, and what they might mean ("Thirdness"). I do not actually dive into Peirce's concepts of Firstness, Secondness, or Thirdness in this specific talk, but I wanted to elaborate on these concepts in this write-up as these have been crucial concepts to help translate the overall abstract Firstness quality of my talk, and ground it into the Secondness of something that is a bit more practical and pragmatic. For Peirce, his semiology is grounded into a triune theory of actualization that goes from a non-Boolean possibility space as Firstness, and then grounds into a Boolean actualization of secondness, and then an interpretant mediates from the concreteness of the Secondness object back to the Firstness of the fundamental archetypal qualities or meaning. I find speculative philosopher James Bradley's summary of the Peirce's triune semiology to be the most easy to digest in his essay titled, "Beyond Hermeneutics: Peirce's Semiology as a Trinitarian Metaphysics of Communication." I can also recommend this article on "Peirce's Theory of Signs" from the The Stanford Encyclopedia of Philosophy for a comprehensive recap, and there's also this excellent YouTube series primer by Philosign's Markus Raninen titled The Basics of Semiotics. But here's Bradley's description of Firstness, Secondness, and Thirdness, which I find myself coming back to again and again. "Within the fundamental speculative triunity of activity, difference and order, or firstness, secondness and thirdness, semiology is an analysis of order or thirdness… Thirdness is analyzed as idea or sign, as the exchange of information between individual entities, and as interpretation; in other words, thirdness is itself a threefold of sign, object and interpretant. Here, sign occupies the position of firstness because it is the potentiality for interpretation; object occupies that of secondness because it is determinate; and the interpretant occupies that of thirdness because the interpretant has the sign-interpreting or sign-ordering role, and so has the status of a third. [24] Thus for Peirce semiology is the analysis of the triune relation of sign, object and interpretant." It's still a bit obtuse, and one way that I like to think about it is through the experience of communication. You have a possibility space of meaning you want to convey (Firstness of the sign/potential), then you choose specific words that convey that meaning (Secondness of the object), then someone listens to those words and phrases, and then connects those words back to a meaning space (Thirdness of the interpretant mediating between the two). For Peirce, each of the Firstness, Secondness, and Thirdness can also refer to themselves, like you can have a Firstness of Thirdness or Secondness of Firstness. It gets a little bit confusing, but I found the following graphic from Collected Essays in Speculative Philosophy (2021) by James Bradley and edited by Sean McGrath to be very useful. Within the context of immersive storytelling, then it's a semiotic process of communication of meaning where you're able to use all sorts of affordances from game design, literature, social dynamics and relations, music, film, lighting, architecture, dance, theme park design, sensory design, and embodiment. My Elemental Theory of Presence attempts to simplify this into the following: Fire Element of Active Presence: Interactivity, Agency, Game Design Air Element of Mental & Social Presence: Meaning, Semiotics, Language, Possibility, Form, Relationality Water Element of Emotional Presence: Experiential Processes, Story, Film, Music, Cycles, Time Earth Element of Environmental & Embodied Presence: Sensory, Immersive, Worldbuilding, Space I elaborate on the various philosophical frameworks that I'm leaning up within this talk that I gave on June 6, 2026, but since then I've been diving more into Peirce and his Triune Metaphysics and Semiology of Firstness, Secondness, and Thirdness, which has been a helpful framework as I've been applying the elements to my Venice Immersive Coverage and categorizing the elemental center of gravity for each of the nearly 40 projects that I covered. Again see this framework in this PDF on "Venice Immersive 2025 Archetypal Categorizations" to see how I have been thinking about each of these projects. I used this approach in the introductions for each of my podcast episodes from Venice (see the links down below). Firstness of Fire: Creativity, Novelty, Intention, Purpose, Goals, & Aristotle's Final Cause Secondness of Fire: Interactivity & Core Gameplay Loops Thirdness of Fire: Agency & Will For Active Presence Examples of Fire: Game Design, Locomotion Options: No Movement, Automatic movement, Teleportation, or free roaming. The LIVENESS of the Live, To what degree does the experience encourage the expression of will and agency? And to what degree does that alter how the narrative unfolds (narrative agency vs participatory interactive moments that customize and flavor the experience)? Adventure, Exploration, Creativity, Novelty, Freedom, Will, and Collective Action. System Dynamics, & iterative feedback loops Firstness of Air: Peirce's "Sign," Intended Meaning, Pattern & Form, Archetypal Possibility Spaces, Relationality, & Aristotle's Formal Cause Secondness of Air: Peirce's "Object" Within A Triadic Semiotic Process (i.e. a specific action, word, harmonic, or action that points to a larger meaning.) Thirdness of Air: Peirce's "Interpretant," Sensemaking Thoughts, Expectations, & Social Dynamics For Mental & Social Presence Examples of Air: Literature, Language, Semiotics, Communication, Symbols, Abstractions. Single Player vs Multi-Player, Suspension of Disbelief and Plausibility, Social Dynamics, Anticipation of the Future, Possibility Spaces, Types of Choices. Realms of Speculative Imagination, How is meaning communicated? Dialogue amongst characters, voice-over narration, environmental storytelling, non-verbal associative dream logic. Mental friction from puzzles. Rules & Mechanics. Use of certain types of AI and Conversational Interfaces with Virtual Beings Firstness of Water: Time, Cycles, Harmonics, Value, & Aristotle's "Material Cause" (in Whitehead's event ontology, then base reality is processes, relationships, and possibilities of value & not Substance) Secondness of Water: Experiential Processes That Provide Contrasts Thirdness of Water: Feelings for Emotional Presence Examples of Water: Cinematic Film Tradition, Music, Harmonics, Rhythm, Pacing, Editing, Contrasts, Emotion, Memory, Dreams, Images, Soul, Psyche, Symbols, Lighting, Mood, Collective Unconscious Firstness of Earth: Space, World, Context, & Aristotle's Efficient Cause Secondness of Earth: Environment & Worldbuilding With Situated Perspectives in that Context Thirdness of Earth: Sensory Perception & Sense of Place for Embodied & Environmental Presence Examples of Earth: Worldbuilding of a spatial context & culture. Architecture, Theater, Theme Park Design, Dance, Are you a ghost or an embodied character? Sensory Experience: Touch/Haptics, Hearing/Spatial Sound, Smells, Vision. Relation of Immersive Tech to Environment as either VR, MR, or AR. Virtual CGI vs Cinematic 180/360 Video, Again, check out this PDF on "Venice Immersive 2025 Archetypal Categorizations" to see how I've ranked nearly 40 projects from Venice Immersive 2025 on the relative elemental center of gravity. Some projects feel more like a cinematic immersive film, which would be a bit more biased towards the Water Element. Some projects are more focused on the experience of a world that was build, and more focused on the Earth Element. Some projects are asking you to Read a book together with other people, which is more focused on the Air Element. And then other more game-like experiences are focused on using interactions as their primary mode of engagement, and so they're more focused on the fire element. There are 64 total combinations of the elements in terms of the first, second, third, or four centers of gravity, and you can see the comprehensive visualization here: Technically, all four elements are always happening all at once all at the same time. However, in experiential design, then creators can emphasize and blend elements together. So I find that ranking the elements can be helpful in determining an overall center of gravity, and that looking at the first two centers of gravity can achieve a sufficient job of creating some ad hoc, immersive and "elemental genres....

Vision ProFiles
Baseball Goes Immersive

Vision ProFiles

Play Episode Listen Later Aug 11, 2026 55:07


Vision ProFiles is the weekly podcast for dedicated Apple Vision Pro users, covering the news, apps, and community happenings shaping spatial computing.BETA NEWS: VISIONOS 27 BETA 5 AND THE FALL RELEASE CYCLE- visionOS Release Notes https://developer.apple.com/documentation/visionos-release-notes/visionos-27-release-notes- Apple Rolls Out the Fifth Developer Betas of iOS 27, iPadOS 27, macOS 27, and More https://appleosophy.com/2026/08/10/apple-rolls-out-the-fifth-developer-betas-of-ios-27-ipados-27-macos-27-and-more/TOP STORY: LIVE MLB GAMES COME TO VISION PRO IN APPLE IMMERSIVE- Friday Night Baseball Gets an Immersive Upgrade on Apple Vision Pro https://www.cultofmac.com/news/friday-night-baseball-gets-an-immersive-upgrade-on-apple-vision-pro- Apple Announces 3D MLB Games Coming to Vision Pro https://www.macrumors.com/2026/08/10/apple-announces-3d-mlb-games-on-vision-pro/FEATURE: VISION PRO FINDS A HOME IN THE OPERATING ROOM- The First Peer-Reviewed Vision Pro Surgery Trial Is In: 19 Percent Faster, Identical Outcomes https://vr.org/articles/vision-pro-surgery-study-19-percent-faster-2026- Apple Vision Pro Speeds Up Surgery by Almost 20% https://www.macrumors.com/2026/08/05/apple-vision-pro-speeds-up-surgery/- Surgeons Enthuse About What a Great Bargain Apple Vision Pro Is https://appleinsider.com/articles/26/08/05/surgeons-enthuse-about-what-a-great-bargain-apple-vision-pro-is- Vision Pro Is a Niche Product, But an Incredibly Valuable One in the Right Hands https://9to5mac.com/2026/08/06/vision-pro-is-a-niche-product-but-an-incredibly-valuable-one-in-the-right-hands/- Apple Vision Pro May Have Found Its Reason to Exist — and It's Not VR Games https://www.macworld.com/article/3207984/apple-vision-pro-may-have-found-its-reason-to-exist-and-its-not-vr-games.htmlHARDWARE CORNER: A $799 CHALLENGER STEPS UP- URXR One Review: A $799 Apple Vision Pro Alternative https://www.geeky-gadgets.com/urxr-1-review/- r/augmentedreality: Full Review of the URXR One — "A Bigger…" https://www.reddit.com/r/augmentedreality/comments/1vdolip/here_is_my_full_review_of_the_urxr_one_a_bigger/COMMUNITY & DEV CORNER- How to Create an Immersive Website Environment in visionOS 27 https://x.com/spatialinsider/status/2085787648040583608- "My Favourite Apple Vision Pro Project So Far" (r/VisionPro) — Blockworks https://www.reddit.com/r/VisionPro/comments/1vj922m/my_favourite_apple_vision_pro_project_so_far/- r/milkdrop: "Update — High Videlity Now Runs on iPhone, iPad" https://www.reddit.com/r/milkdrop/comments/1vfvr8k/update_high_videlity_now_runs_on_iphone_ipad/- High Videlity https://highvidelity.com/- "Reincarnated as a Dungeon Designer, I Have to Work…" (r/VisionPro) https://www.reddit.com/r/VisionPro/comments/1vi7847/reincarnated_as_a_dungeon_designer_i_have_to_work/- TestFlight: Cockpit — A Glanceable Dock for visionOS (r/VisionPro) https://www.reddit.com/r/VisionPro/comments/1viqghi/testflight_cockpit_a_glanceable_dock_for_visionos/- Working with Siri on AVP and Through MVD (r/VisionPro) https://www.reddit.com/r/VisionPro/comments/1vj9g14/working_with_siri_on_avp_and_through_mvd/APPS- Scanline: 8-Bit Emulator https://apps.apple.com/us/app/scanline-8-bit-emulator/id6782712613- Blockworks — Elastic Sea • Spatial Building https://apps.apple.com/us/app/blockworks-spatial-building/id6753267138- SailGP RaceScape XR App https://apps.apple.com/us/app/sailgp-racescape-xr/id6742781005CONTACT / CONNECT WITH VISION PROFILESYouTube: @VisionProfiles (live Mondays 9 PM EST)Website: ThePodTalk.netEmail: ThePodTalkNetwork@gmail.com

Voices of VR Podcast – Designing for Virtual Reality
#1750: Doug Liman’s “Asteroid” Short Immersive Film with Google Gemini Story Extension + Kickoff of Venice Immersive 2025 Coverage

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 37:23


This post officially kicks off my Venice Immersive 2025 coverage, see links to all 38 episodes and 30+ hours of interviews down below. We're starting off with the interview that I did with Doug Liman (co-founder of 30 Ninjas), Julina Tatlock (co-founder of 30 Ninjas), & Jed Weintrob (co-founder of 30 Ninjas), & Max Spear (Product Lead of Android XR at Google) about Asteroid on Saturday, August 30, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Asteroid: "Asteroid is an immersive film and interactive story extension made for the launch of Google's new Android XR platform. The 180° immersive short film is a high-stakes action thriller about a group of strangers who take an old Russian Soyuz rocket to mine a near-earth, treasure laden asteroid for a chance at unimaginable wealth. After the film, the experience continues and the audience enters the world of Asteroid when they receive an SOS from one of the characters, DK Metcalf, who was left for dead. The viewer becomes a player when they are invited to aid in DK's rescue. Through speaking with an AI-generated version of DK — played by the NFL player as himself — the user determines the truth about what happened on the asteroid and sends his exact location to NASA for rescue." Here are the contextual domains that are explored: Long distance travel [9] where someone is left behind (de facto exile) [12], and there is a rescue mission where you as a character [1] help out the protagonist [7] in the second half, but also a lot of mystery [12] to figure out and investigate [9] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: cinematic Virtual Reality thriller that begins as a film and continues as an immersive story game. Combination of live-action 180-video along with CGI-driven animations also in 180-video2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Worldbuilding of sci-fi extraction of asteroid, you embody a character in story in the last part, and you break the fourth wall in the onboarding talking to the actor who plays a character via AI3rd Center of Gravity of Air Element / Mental and Social Presence: Conversational-driven AI Story Extension - You talk to the actor DK Metcalf at the beginning and with the character at the end. A bit of puzzling together of the myserious aspects of the story4th Center of Gravity of Fire Element / Active Presence: continues as an immersive story game - Improv convo + slightly nudged and directed exploration Archetypal Themes and Character Explored: Everyone are anti-heroes archetypes - Power and Greed vs Limitations, constraints, boundaries, death. Doug Liman says there aren't many anti-heroes in space movies, Han Solo is an exception. What if all of the characters were Han Solos? What drama would ensue? Artist Statement: "I've always thought of myself as an immersive filmmaker. The goal was to put the audience in the action, not to be sort of passively watching it. Now that the technology has caught up with us, I really can put the audience in the rocket. Asteroid is the story of a ragtag group of astronauts who booked a ride on a used Soyuz spacecraft. An asteroid passes near Earth. It's laden with precious metals and gems. If you can get there, you can become insanely wealthy. It's a modern gold rush." Trailer: https://vimeo.com/1163762576/d0d75004c2?fl=pl&fe=vl You can find links to my 30+ hours of my coverage from Venice Immersive 2025 across 39 episodes. I've categorized the experiences according to these "elemental genres," which is looking at the top two elemental centers of gravity. You can watch this talk on "Blending the Elements on Experiential Design" for more details. #1650: Sneak Peak of Venice Immersive 2025 Selection with Curators Liz Rosenthal and Michel Reilhac #1750: Doug Liman's "Asteroid" Short Immersive Film with Google Gemini Story Extension + Kickoff of Venice Immersive 2025 Coverage #1751: "Ghost Town" Narrative Integration in Puzzle Adventure with Exquisite Worldbuilding #1752: Blending Embodied Game & Narrative Genres with "One True Path, Part 1" #1753: Mixed Reality Town-Building and Sim Game "Wall Town Wonders" #1754: Screen Life Thriller "LILI" about Surveillance Fuses Game Design, Film, and MacBeth Adaptation #1755: Hand-Tracked Sign Language as Story Beat Triggers in "Eddie and I" #1756: Exploring Narrative Potential of Generative AI in "8pm and the Cat" #1757: Embody a Geranium in Immersive Comedy about Boredom in "The Great Escape" #1758: Reckoning with Mental Health Taboos in Japan with "If You See a Cat" Immersive Animation #1759: Mother-Daughter Team Explore Personal Challenges with Depression and Anxiety in "Mirage" Immersive Animation #1760: Immersive Fairy Tale about Automation with "The Sad Story of the Little Mouse Who Wanted to Become Somebody" #1761: Unpacking the Immersive Orchestral Mix of "1968" with Massimiliano Borghesi #1762: Fusing Experimental Immersive Animation with Cutting-Edge Orchestral Spatial Audio Mix in "1968" #1763: Blending Theater and 360 Video in "Re-Launching-Luigi-Broglio" #1764: Mixing Hand-Drawn Animation with 360 Video in "The Time Before" #1765: Immersive Action Thriller "Mulan 2125" Pushes the Edge of Graphical Fidelity #1766: Formula 1 LBE Experience "Black Cats & Chequered Flags" is an Immersive Biopic of Alberto Anscari #1767: Immersive Journey through Special Effects Pioneer Carlo Rambaldi's Paintings in "Alien Perspective" #1768: Symbolic Journey through Lithuania's Artist Mikalojus Konstantinas Čiurlionis' Paintings in "Creation of the World" #1769: Mixed Reality Musical on Avatars and Identity in "First Virtual Suit" #1770: Eastern Philosophy-Inspired Fusion of Theater and XR with "Mnemosyne" #1771: Environmental Storytelling in "The Great Orator" VR Diorama with Generative AI Experiments #1772: Climate Change Spatial Montage "Out of Nowhere" Aspires to Move Towards Rewilding Prevention #1773: "Collective Body" Assigns Elemental Avatars Based Upon Archetypal Dance Movements #1774: Combining Live Dance and Music in Immersive LBE Performance "L'ombre (The Shadow)" #1775: The Continuous Spatial One-Shot of Backlight's "La Magie Opera" LBE #1776: The Spatial Grammar Innovations of Dialectical Contrasts and Abstraction within "The Big Cube" #1777: Active Imagination, Associative Dream Logic, & Embodied Interactions in "Sense of Nowhere" #1778: Collaborative Social Game and Story of "Happy Shadow" #1779: "Heartbeat" Immersive, 1-on-1 Biometric Synchronization and Involuntary Collective Agency #1780: Recap of VRChat Worlds Gallery at Venice Immersive 2025 with Mike Salmon #1781: Winner of Venice Immersive 2025 "The Clouds Are Two Thousand Meters Up" Innovates on Gaussian Splats & Spatial Storytelling #1782: "A Long Goodbye" Wins 3rd Place Prize at Venice Immersive with Emotionally-Moving Story on Dementia and Spatial Grammar Innovations #1783: "Less Than 5gr of Saffron" Wins 2nd Place Prize at Venice Immersive with Spatial Poem Quill Animation #1784: The Incredible Spatial Transitions of "Dark Rooms" with Radical Consent Innovations #1785: The Landmark Achievements of "Blur" in Fusing Theater, Montage, Mixed Reality, and LBE VR #1786: Collective Reading Experience of "Constantinopoliad" Provokes Discussion on Defining "Immersive" #1787: Blending the Elements of Experiential Design & Process-Relational Foundations of the Elements This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1757: Embody a Geranium in Immersive Comedy about Boredom in “The Great Escape”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 37:28


I interviewed Joren Vandenbroucke about The Great Escape on Monday, September 1, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for The Great Escape: "In The Great Escape, the viewer arrives as the third of three geranium flowers stuck on the windowsill in the bare living room of Patrick, a lonely 38-year-old man. The geraniums are bored to death and constantly frustrated – with themselves, the windowsill, and Patrick. They long to see the world, but are literally rooted in place. Patrick, meanwhile, walks freely but never leaves the house, trapped in his own lonely routine. Every day starts the same: watering the plants, making coffee, feeding his goldfish, activating his roomba, collecting junk mail, then daydreaming by the window. The monotony gets shaken up when Patrick buys a smartphone to connect with the outside world. The geraniums secretly steal it and post a selfie in a plant swap group, where a woman named Sonja spots it. She convinces Patrick to swap the geraniums for her snake plant. The geraniums are thrilled as they venture outside with Patrick, until a chat with a dying bouquet of roses reveals the outside world isn't so kind to plants. The ensuing existential crisis leads the plants to their near demise and ultimately to a new home with a rather familiar setting." Here are the contextual domains that are explored: Home [4], then using communications technologies with a cell phone and social media [3] to connect to someone else in the neighborhood [3]. Then going on a massive adventure. [9] For a human, it's a short-distance travel [3], but for this geranium, it may feel like a completely exotic long-distance journey [9] relative to how often plants move around. "They long to see the world, but are literally rooted in place." Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Very FUNNY! Narrative-driven, immersive animation. Surreal comedy genre.2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: You embody a geranium who uses a phone to put themselves on an Online Marketplace and escape into another human owner. From one home to another via public tranportation. The rest of the world is mundane living rooms, a subway trip, and then getting to be outside facing the busy city street3rd Center of Gravity of Air Element / Mental and Social Presence: Dialogue. Single-player experience. But you have some virtual co-presence with other geraniums, as you are embodied as a geranium4th Center of Gravity of Earth Element / Environmental and Embodied Presence: I can't recall if there were any explicit interactions other than being embodied as a geranium. If there were, then they just gated the narrative. May have been some phone interactions. Hard to remember Archetypal Themes and Character Explored: Tension between Boredom of Reality and the same daily routine and Grand Adventure and Excitement. "The geraniums are bored to death and constantly frustrated." Some pretty brave and courageous acts to go on this adventure. Also fears around potential death associated with this adventure. "The geraniums are thrilled as they venture outside with Patrick, until a chat with a dying bouquet of roses reveals the outside world isn't so kind to plants." After the brush with death, then they enter their new home and a new but similar daily routine begins. "The ensuing existential crisis leads the plants to their near demise and ultimately to a new home with a rather familiar setting." Artist Statement: "At the core The Great Escape is about the boredom that comes with comfort. In this story a pair of houseplants are longing for a “great escape” from their daily dull routine, even though nothing is particularly wrong with this daily flow. On one hand the contradicting wishes and desires of the geraniums might seem amusing, but on the other hand they are relatable as well to people who harbour similar escapist dreams or experience certain inexplicable feelings of ennui. Fleeing a golden cage takes courage and learning to let go sometimes, as Patrick experiences in this story. Even then a safe return is not always guaranteed, like the geraniums find out. Still, there is beauty to be found in the ordinary aspects of life and the flow of daily existence." https://www.youtube.com/watch?v=jH5bGRsqn4k This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1758: Reckoning with Mental Health Taboos in Japan with “If You See a Cat” Immersive Animation

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 33:37


I interviewed Kenji Ishimaru about If You See a Cat on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for If You See a Cat: "The boy's only friend was a hallucination of his beloved cat. Concerned for his mental health, his mother admitted him to a psychiatric hospital. After three months of medication-based treatment, the hallucinations fade, and he is discharged — but he has lost his emotional anchor and appears even more lifeless than before. Withdrawing into himself, he shuts his mind to the world and isolates in his room. One day, from his window, he sees a girl playing with a stray cat in the parking lot. This quiet moment becomes the catalyst for his recovering." Here are the contextual domains that are explored: Mental Health in Japan [6] & within various professional medical contexts with doctors [6]. Overall feelings of exile [12] Main scenes take place at home [4], within the context of a local Japense neighborhoods [3], as well as the hospital [6]. Episode triggered by the death [8] of his cat [6]. You watch the experience through the eyes of these cats [6], often low-level to the ground looking up. Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Narrative-driven, immersive animation.2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Into these different worlds, and often from the perspective of the cat - to get some distance over the dehumanization depicted by the Japanese medical establishment.. Some spatial metaphors of illusions3rd Center of Gravity of Air Element / Mental and Social Presence: Dialogue amongst the characters - English and no subtitles4th Center of Gravity of Fire Element / Active Presence: No narrative agency or any embodied Interactions Archetypal Themes and Character Explored: The Fragility of Mental Health. The oppression from insitutionalization + transgression of boundaries of Human Rights & violations of dignity. Also withdrawling from society and feelings of exile and grieving death and then starting to see Hallucinations. Empathizing with the types of taboos against mental health within the context of Japan - TITLE: If you see a cat, trying to connect to mundane realities of pets we all have. Universal experiences of the death and loss of pets, but also how mental health issues may also ripple out and impact you or people close to you Artist Statement: "Fortunately, I have never experienced mental illness. In depicting the boy who is at the mercy of his surroundings — including being labelled as mentally ill — I portrayed him as a kind of outsider. But I was always aware that I myself could be in the same position tomorrow." https://www.youtube.com/watch?v=FkUwnPSzxHk This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1781: Winner of Venice Immersive 2025 “The Clouds Are Two Thousand Meters Up” Innovates on Gaussian Splats & Spatial Storytelling

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 68:45


I interviewed Singing Chen about The Clouds Are Two Thousand Meters Up on Monday, September 1, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for The Clouds Are Two Thousand Meters Up: "After the sudden death of his wife, Guan discovers her unfinished novel — a tale intertwining the endangered clouded leopard and the Rukai tribe's sacred origin myth, which tells of their descent from the elusive animal. Grief-stricken and seeking connection, he sets out on a surreal journey into dreamlike scenes — a maze of the subconscious, mistshrouded forests, ancient tree hollows and symbolic inner landscapes. Adapted from a short story by acclaimed Taiwanese author Wu Ming-Yi, The Clouds Are Two Thousand Meters Up is a single-user, free-roaming VR experience that blends literature and memory into an intimate exploration of love, loss and self-reflection." Here are the contextual domains that are explored: Exploration of indigenous myths [9] as the protagonist goes on an epic journey into these imaginal (or real) realms [9]. It's a husband whose's wife [7] has died [8], and he's picking up clues from her work [10] as a writer as he explore her office [10], gets lost within a maze [12], and then he embarks on this adventure [9] deep into nature and the forest [4] Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Blends a number of different spatial capture techniques from traditional CGI modeling to Gaussian Splats. Very high resolution spatial capture. Lots of theme park type of feel whilst exporing the maze portion, and recreated a spatial journey where you feld like you had some wandering agency. But it was all still very contained and constrained, but felt like a bit of using your body movemnt to edit and pace through the piece. You're mostly an invisible ghost without any embodiment, although there are some scenes where you have agency to move around, but there's other scenes where you're more of an invisible audience. Some incredible technical breakthroughs to fuse it all together.2nd Center of Gravity of Water Element / Emotional Presence: Very narrative and story-driven overall, with a lot of influences from the cinematic tradition, especially during the first half. There's some cinematic cut scenes inspired from film. Some spatial embodied movement of spatial storytelling, The last half involves more of theatrically staged dialogue, where the overall spatial context stays static, and so the experience of time is more like being at a thearical play. Having volumetrically captured actors actually makes a huge difference in communicating the subtleness of emotionality via their facial expressions that is much harder than how emotions are captured on film. This piece stands in the volumetric capture techniques, fused with traditional CGI as well as with Gaussian Splats.3rd Center of Gravity of Air Element / Mental and Social Presence: Based upon a book, and so it has quite a literary feel, but also some scenes with extended dialogue. Overall, it's a bit of a mystery as the husband investigates the research archives of his wife, who was digging into an indigenous myth, and he comes to find out that it is completely TRUE. So there's lots of elements of magical realism, but also poetic dreamlogic and spatial storytelling. The maze scene has some post-it notes that deliver voice over. It's a single-player experience, but you share spatial contexts with some volumetrically-captured performances.4th Center of Gravity of Fire Element / Active Presence: No real narrative agency, but there's a chance to explore a room of objects, but also the maze scene gives the experience of a lot of agency as you can chose how you move through and at what pace. Archetypal Themes and Character Explored: Grief from a death and loss, and going on a spiritual adventure, to find connection. From the description about the book author that inspired the piece, they say, "he weaves dreams, memory and multiple dimensions of time and space has long inspired me." Turning inward to explore spatial contexts that symbolically represent an inner journey of discovery. "Grief-stricken and seeking connection, he sets out on a surreal journey into dreamlike scenes — a maze of the subconscious, mist-shrouded forests, ancient tree hollows and symbolic inner landscapes" Artist Statement: "Wu Ming-Yi is one of Taiwan's most influential contemporary novelists. The way he weaves dreams, memory and multiple dimensions of time and space has long inspired me. When the chance came to adapt The Clouds Are Two Thousand Meters Up into VR, I knew it would be a daunting yet necessary journey. Wu's writing evokes vivid imagery, spatiality and bodily presence — qualities that resonate with VR's immersive nature. Through free-roaming exploration, I aimed to recreate a journey of loss, memory and Indigenous mythology. This project is a dialogue between literature, technology and emotion — one that seeks to spark empathy across cultures." https://www.youtube.com/watch?v=gEUki2mN-ps This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1760: Immersive Fairy Tale about Automation with “The Sad Story of the Little Mouse Who Wanted to Become Somebody”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 44:46


I interviewed Nicolas Bourniquel about The Sad Story of the Little Mouse Who Wanted to Become Somebody on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for The Sad Story of the Little Mouse Who Wanted to Become Somebody: "Once upon a time, there was a little mouse who worked relentlessly to achieve a single goal: becoming somebody. Driven solely by her ambition, she slowly grew mean and arrogant, pushing everyone away. One day, she accepted a job offer from the most prolific toymaker in the world: Santa Claus. The little mouse was about to discover that climbing the corporate ladder was not all she had hoped it would be… La triste histoire de la petite souris qui voulait absolument devenir quelqu'un is a biting satire of corporate life in the form of a VR Christmas tale." Here are the contextual domains that are explored: From humble creative workshop [5] at home [4] to express her identity [1] through social media [3], but then becomes completely invisible [12]. Then a transition into the other worldly character of Santa's workshop [9], which becomes a professional workplace that is highly industrialized and automated [10] turning the creative work into a slog of manual tasks devoid of too much creativity or autonomy [6] work that translates into a bit of a situation of slavery [12] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Narrative-driven, immersive animation. This very much a character-driven story2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Very detailed world that you enter into. From Paris streets to the speculative workshop of Santa updated with all of the latest gifts of automation3rd Center of Gravity of Air Element / Mental and Social Presence: Dialogue amongst the characters - English and no subtitles.. is there any narration?4th Center of Gravity of Fire Element / Active Presence: No narrative agency or any embodied Interactions Archetypal Themes and Character Explored: Radical and Free, Bepoke and Handcrafted Creativity with unbounded creative imagination in tension with Automated Utility & a bit of structured authoritarianism. Certainly a modern day fairy tale that speaks about the dynamics of AI and automation. "The little mouse was about to discover that climbing the corporate ladder was not all she had hoped it would be..." -- "how difficult it is for artists to find their place in a hyper-competitive, automated world. On one side, there's the struggle to exist and be seen when you're as “small” as the little mouse and still need to earn a living. On the other, there's the challenge of preserving craft and creativity in a world where machines increasingly threaten to replace creators altogether." Artist Statement: "With La triste histoire de la petite souris qui voulait absolument devenir quelqu'un, we aim to explore how difficult it is for artists to find their place in a hyper-competitive, automated world. On one side, there's the struggle to exist and be seen when you're as “small” as the little mouse and still need to earn a living. On the other, there's the challenge of preserving craft and creativity in a world where machines increasingly threaten to replace creators altogether." https://www.youtube.com/watch?v=2C83cO-zapE This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1761: Unpacking the Immersive Orchestral Mix of “1968” with Massimiliano Borghesi

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 39:24


I interviewed Massimiliano Borghesi about 1968 on Thursday, August 28, 2025 at Venice Immersive in Venice, Italy. We talked about the spatial audio mix of the orchestral score for 1968. https://www.youtube.com/watch?v=SPgr1nul4ro This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1762: Fusing Experimental Immersive Animation with Cutting-Edge Orchestral Spatial Audio Mix in “1968”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 54:00


I interviewed Rose Bond about 1968 on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for 1968: "1968 is communal VR theatre that explores the transformative power of protest through allusions to 1968 — a year charged with societal, cultural and political unrest. Animated from still photographs of both the iconic and the mundane, the piece investigates international interstices of history, human bonding and power in times of socio-cultural upheaval. Rose Bond's 360° hand-drawn animation interacts with Massimiliano Borghesi's spatialisation of inti figgis-vizueta's original recorded tracks of Seven Sides of Fire to ignite a dynamic, evocative and shared immersive experience. 1968 is a collaboration of international creatives and stands as the first movement of a longer, anticipated work. 1968 is experienced collectively under a geodesic sound dome." Here are the contextual domains that are explored: Power of people and culture [11] to change government [10], but also the modes of violence that are used against them [7]. The Transformative Power of Protest Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Story, Music - Visual storytelling language of abstract animatsion - Very tightly coupled with the patterns of music2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Spatial Audio via the Dome. There's a lot of void spaces here, and you end up seeing some hand-drawn animations that start to sketch out various scenes of political liberation from the 19683rd Center of Gravity of Air Element / Mental and Social Presence: No words, Poetic Dream Logic to evoke the memories based upon these iconic events from 1968. No explanation or discourse about anything, and so it does require the audience to be somewhat familiar with the specific cultural histories being referenced from both the United States as well as in France. This is shown as a group experience, but you don't see anyone else, and so it also feels like a solo experience that you are parallel playing with others as they watch it4th Center of Gravity of Fire Element / Active Presence: No narrative agency or any embodied Interactions Archetypal Themes and Character Explored: Revolutionary change and upheavel of the socio-political order of the 60s: "investigates international interstices of history, human bonding and power in times of socio-cultural upheaval" - Transformative power of Protest Artist Statement: "'VR, when combined with hand-drawn animation and immersive sound, can articulate complex emotional and lyrical dimensions with rare sensitivity.' Coming from a school of animation that values gesture over spoken word, I regard 3D space as a gift — an expansion from the flatness of film, a place for extended choreography. Sound has long inhabited the space between sense and sensation. This communal VR installation, ensconced in a geodesic dome mounted with fifteen acoustic speakers, seeks a shared experience — one that verges on the haptic, with exquisite spatial precision." https://www.youtube.com/watch?v=SPgr1nul4ro This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1765: Immersive Action Thriller “Mulan 2125” Pushes the Edge of Graphical Fidelity

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 48:23


I interviewed Mo Huang & Eric Zhao about Mulan2125 on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Mulan2125: "In 2125, a century after the green-comet “Emerald Fall,” the alien substance Muk still taints Earth. Two powers remain: Ant City and PAC, a militarised regime ruling from the sea fortress, the Crown. Ant City's flagship, the ARK — a retrofitted WWII battleship — carries a giant repair mecha meant to restore the city's shield. PAC plans to hijack the ship, impersonate its crew, and deliver the mecha embedded with malware to disable the shield from within. 18-year-old Mulan, raised aboard the ARK by her father, Captain Hua Muzhi, is unknowingly the only human fully bonded with Muk. Anticipating sabotage, Hua hides in a panic room and locks the engines. As long as he remains hidden, PAC cannot proceed. When the assault begins, AI drone MUV-I is activated and executes Hua's secret Shan Hai Guan protocol, guiding Mulan through hidden corridors. But her search for Hua accidentally helps PAC mole Aiden trace his location. Aiden detonates charges, separating them, and PAC regains control. Hua reaches the bridge to destroy the mecha but is killed. Mulan awakens Muk's power, defeats Khan, and fires the main gun — vaporising the Trojan mecha. Muk glows again as PAC retrieves her body. She lives." Here are the contextual domains that are explored: On some sort of military [10] ship at the sea [9], but also set in the future in a speculative sci-fi world [9]. Dynamics of father [4] and his daughter [5] and the various people who are trying to capture or kill her [7]. A pitched battle between these two main opposiing forces [7] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Described as "Cinema 2.0" & "pioneering the future of storytelling." Episodic cinematic immersive story experience with "ultra-high audiovisual standards and interactive design." First episode. Sci-Fi, Action Thriller Genre -- Attack forces 18-year old Mulan into an escape that was prepared by her father"2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Crafted for Immersion - Sci-Fi futuristic universe set in 2125. A comet shattered the world and two powers are fighting each other. Mostly a ghostly character throughout, but you do have an embodiment at certain points. Unclear as to who you are. Are you a main character? I forget, Real-time Unreal Engine with mocapped actors3rd Center of Gravity of Fire Element / Active Presence: Some light interactions at various points in this storyworld -- They say, "As traditional film nears the limits of its century-old form, we aim to chart a new path — where stories aren't just watched, but lived." Still mostly a cinematic universe as it is more about light interactions that are within a very tightly bound possibility space of the film. More about the story than your agency4th Center of Gravity of Air Element / Mental and Social Presence: A lot of dialogue within the context of a story. Possibility space very much leans towards authored narrative, as there doesn't seem to be very many different choices involved Archetypal Themes and Character Explored: '"It's all about who are you when everything is falling apart, and the invisible bonds that keep us together" Artist Statement: "MULAN 2125 is a bold step toward Cinema 2.0 — a genre-driven, emotionally resonant narrative built for immersive media. Unlike many XR projects that feel experimental, niche, or underpowered, it combines cinematic storytelling with ultra-high audiovisual standards and interactive design. This is not a tech demo in disguise, but a sincere attempt to bring the emotional depth and visual polish of commercial cinema into the XR space. As traditional film nears the limits of its century-old form, we aim to chart a new path — where stories aren't just watched, but lived." https://www.youtube.com/watch?v=I8z1hFV8Pag This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1766: Formula 1 LBE Experience “Black Cats & Chequered Flags” is an Immersive Biopic of Alberto Anscari

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 56:33


I interviewed Elisabetta Rotolo & Siobhan McDonnell about Black Cats & Chequered Flags on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Black Cats & Chequered Flags: "Black Cats & Chequered Flags begins with a haunting Spatial Memory Fragment that immerses viewers in the emotional world of Alberto Ascari. Echoes of his father, legendary driver Antonio Ascari, blend with childhood flashes and the superstitions that shaped his fate. The experience then shifts into high gear with a multiplayer MR pit stop — a collaborative challenge that brings users into the adrenaline and precision of a 1950s Formula 1 team. The journey continues in a stylised VR narrative that weaves archival footage, interactive storytelling, motion capture actors, and immersive sound to explore Ascari's victories, rituals and tragic destiny. 360° films shot on location in Turin, the Ferrari Museum in Maranello, and the Monza racetrack add historical depth. Ascari — the only Italian double Formula 1 World Champion with Ferrari — was fearless, superstitious, and chivalrous: a man both heroic and haunted." Here are the contextual domains that are explored: The personal biography of Alberto Anscari [1] including his career [10] within the context of the entertainment of racing [5], but also the inspiration from his father [4] and showing him as a kid [5], but also his various beliefs and superstitions that shaped his fate [9], and ultimately his death [8]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Anscari's racing career, childhood, and various supersittions. Some cinematic immersive documentary footage. Mostly a diembodied ghostly character for the story, but you do have some presence, but nothing narratively beyond the pit stop crew at the start2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Blending of CGI, VR, 360 video, theatrical elements - Most a disembodied character through most of the story, but there are some embodied interactions that places you in the garage, car, museum3rd Center of Gravity of Fire Element / Active Presence: gamified pit stop at the beginning done as a multiplayer experiene - timed context - Taking photos, handle various objects connected to Anscari4th Center of Gravity of Air Element / Mental and Social Presence: Social experience to be done with friends / family Archetypal Themes and Character Explored: Courage, competition. Fates, ultimately his death, sense of time, sense of history, sense of identity expression of living on the edge Artist Statement: "Black Cats & Chequered Flags is a tribute to the thrill of speed and the fragility of destiny. Through immersive storytelling and multiplayer MR, it brings viewers into 1950s racing — into the pit stop, the roar of engines and the shadow of myth. At its core is Alberto Ascari — fearless, superstitious, and shaped by fate. This art piece lets users race circuits, live defining moments, and step into Ascari's pit crew. A story in motion: mythical, intimate, unforgettable." https://www.youtube.com/watch?v=sJHGVNuf9tg This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1767: Immersive Journey through Special Effects Pioneer Carlo Rambaldi’s Paintings in “Alien Perspective”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 49:06


I interviewed Jung Ah Suh & Cristina Rambaldi about Alien Perspective on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Alien Perspective: "Carlo Rambaldi was a visionary architect of the unimaginable. Through his groundbreaking work on E.T., Alien, and Dune, he expanded the boundaries of cinematic reality — conjuring lifeforms and worlds that defied perception and reshaped the imagination. As we mark 100 years since the birth of Carlo Rambaldi, Alien Perspective resurrects his legacy in a bold new form: a sensory portal into the unknown. At its heart lies Città Spaziale 2 — a never-before-experienced masterpiece where painting becomes a living arena of exploration. Rambaldi's vision invites us not only to remember but to take part. In the hands of a new generation, the impossible becomes undeniable." Here are the contextual domains that are explored: Dreamlike and surreal journeys into other imaginal realms [9] by artist Carlo Rambaldi [5] Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Spatial journey through the art of Carlo Rambaldi. Starts off with some Mixed Reality with a painting in a gallery-like space, then moves into VR. "A sensory portal into the unknown." And "painting becomes a living arena of exploration." Moving "from passive observation into embodied experience."2nd Center of Gravity of Water Element / Emotional Presence: Musical score. Leaning on "Immersive Cinema" genre3rd Center of Gravity of Fire Element / Active Presence: Mostly fixed way-point exploration through the space, with some variations and choices that eventually converge. "inviting audiences to step inside his imagination and engage with his art as a dynamic, navigable universe." Aspire to bring "legacy artworks into interactive spaces where millions of users can explore, play, and participate." While some freedom to explore, it's still mostly on rails and most folks will see the same experience. Not any true branching4th Center of Gravity of Air Element / Mental and Social Presence: Many aspects of Rambaldi's IMAGINATION. A bit of associative dream logic when it comes to the underlying narrative. "This project is a call to democratise access to imagination" Archetypal Themes and Character Explored: Realms of speculative imagination that is boundless and unknown, and it's interface with Reality and potentially beyond. "the impossible becomes undeniable." Aspires to transform art by "shifting it from passive observation into embodied experience." Leaning into imaginiing the future of art: "By merging visual art, narrative design, and real-time interaction, we are forging new pathways between cultural heritage and future-facing media" Artist Statement: "With Alien Perspective, my aim is to transform how we encounter art — shifting it from passive observation into embodied experience. In close collaboration with the Carlo Rambaldi Foundation, we reimagined Rambaldi's visionary works as immersive cinema, inviting audiences to step inside his imagination and engage with his art as a dynamic, navigable universe. This project is a call to democratise access to imagination. In a world where museums and galleries can be exclusionary, immersive technology allows us to break those boundaries — bringing legacy artworks into interactive spaces where millions of users can explore, play, and participate. By merging visual art, narrative design, and real-time interaction, we are forging new pathways between cultural heritage and future-facing media. At its core, Alien Perspective is more than a tribute. It is an argument for the future of art: one that is active, inclusive, and infinite in reach." This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1774: Combining Live Dance and Music in Immersive LBE Performance “L’ombre (The Shadow)”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 50:45


I interviewed Etienne Li about L'ombre (The Shadow) on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for L'ombre (The Shadow): "In Andersen's tale The Shadow, a scientist brings his shadow to life. It becomes autonomous and manages to pass itself off as a human being in society. The shadow overtakes its master, returns to try to enslave him, and ultimately kills him when the latter tries to resist. The evident resonance with our contemporary world and its innovations — both troubling and fascinating — led choreographer Blanca Li to imagine this hybrid creation. Confronted by the dancers of the Compagnie Blanca Li and a percussionist, the audience is immersed in a fantastical universe that blurs perceptions, notions of good and evil and identity." Here are the contextual domains that are explored: Dance Performance [5], but creates the feeling of being within a specific neighborhood [3] via mixed reality. The story is about something from the invisible, hidden, and shadow realms [12] being embodied as a corporeal entity [1]. Then this entity becomes an enemy [7], enslaves him [12], and then ulimately kills him from an attack [8]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Dance performance that's theatrically stage. Audience are wearing Mixed reality headsets to mimic the projection mapped effects in the original experience. There's a fusion of live music from the group experience along with "immersive sound" and spatial audio from the VR headset and from multiple speakers in the room + the live percussive music. It is an "ambitious immersive dance, music and mixed reality show."2nd Center of Gravity of Fire Element / Active Presence: LIVE PERFORMANCE of both dance and music. No real narrative agency, and we're mostly sitting still. The original show had people moving around the space a lot more, but the constraints of Venice did not make that possible3rd Center of Gravity of Water Element / Emotional Presence: Live music that's the heart of the timing of the piece. Some pre-recorded electronic music along with live music to keep everything synchronized amongst the 50-75 VR HMDs.4th Center of Gravity of Air Element / Mental and Social Presence: It's a co-located Multi-player experience, but not much interaction with other players (don't recall if they're even represented in virtual space.) No real talking or dialog. Inspired by Hans Christian Andersen's The Shadow, but also quite a poetic interpretation of it through embodied dance. Left with more feelings from the performance rather than comprehending the arc of the story Archetypal Themes and Character Explored: a scientist brings his shadow to life. It becomes autonomous and manages to pass itself off as a human being in society. The shadow overtakes its master, returns to try to enslave him, and ultimately kills him Artist Statement: "L'Ombre is an ambitious immersive dance, music and mixed reality show for up to 200 spectators equipped with VR headsets. It blends live performance by six dancers and a percussionist with virtual universes and characters. Immersive sound, using the technologies of IRCAM, allows the electronic recorded music and live percussion to contribute to the audience's experience." https://vimeo.com/1111269272 This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1779: “Heartbeat” Immersive, 1-on-1 Biometric Synchronization and Involuntary Collective Agency

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 37:58


I interviewed Fanny Fortage & Harry Clunet-Farlow about Heartbeat – Son Cœur a Trouvé Sa Cadence Dans Le Silence Des Rencontres on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Heartbeat – Son Cœur a Trouvé Sa Cadence Dans Le Silence Des Rencontres -- "His heart found its rhythm in the silence of encounters.": "HeartBeat is an immersive self-performance that explores emotional relationships through the rhythm of the pulse. This installation offers a non- verbal encounter between two strangers, sharing their pulse. This discussion of pulse carries their emotions into a journey — and perhaps, their heartbeats will be in phase." Here are the contextual domains that are explored: Commune with another person [7] via your [1] biometric heartbeats [1] that are represented symbolically [9] and artistically [5]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Air Element / Mental and Social Presence: Cultivates unique Social Dynamics and Eye gazing. You're left to sort of negotiate an encounter with another person. But surprisingly the mode of interaction is completely within this unconscious or sub-symbolic realm where your mental agency is very constrained. It's a lot about the fates of your bodies, and almost by luck whether or not your bodies with synchronize. I suppose there could be elements of skill involved, but overall this is a completely novel type of experience for folks, but also generates a unique encounter with the fellow audience member. No explicit invitation to unpack or debrief the experience, but certainly some audience members connected more afterwards2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Biometric data that is spatialized over time. This is primarily a physical-based installtion where you point of focus is essentially sitting in a chair and looking at the other attendee. The screen is physically behind you, and so it's almost out of your peripheral vision that you see this undulating blob. The goal is to get your blob to merge with you're audience partner's blob by synchronizing your heart beats.3rd Center of Gravity of Fire Element / Active Presence: Your non-verbal interactions with another person. But also there is a sort of unconscious collective agency where you have to have your bodies synchronize to achieve the goal of uniting the undulating blobs4th Center of Gravity of Water Element / Emotional Presence: The piece is not really story-driven. Overall, a pretty intimate way to connect to another person. In terms of time, it's a fairly quick experience, and lots of time for onboarding the gear. But the structure of the piece is farily linar without too many repeating cycles. The cycles begining or ending depends upon how well or not well synchronized you are with the other person's heartbeat Archetypal Themes and Character Explored: Deeply connecting with another person through a shared embodied and synchronized heartbeat. More about the interactions with another person than it is with the technology per se, but the technology is facilitating this deeper and fairly intimate connection Artist Statement: "My heart has a lot of stories to tell... It is quite literally because of — or thanks t — my heart that I became an artist. At the age of twelve, during a film shoot, a microphone picked up the sound of my heartbeat more than my voice. My heart, uncontrollable, overtook the soundtrack. That moment marked a turning point: I would no longer be in front of the camera, but behind it — listening, observing, capturing. A few years later, it was my brother's heart that I watched beating, as he lay in a coma. The electrocardiogram became a link: his rhythm responded to my gestures, to my words. That silent pulse became a language. It moved me deeply. Since then, I have never stopped being fascinated by this involuntary musicality — the heart, this inner signal, fragile and universal. Recently, although I had put these two stories to one side in my memories, I re-experienced this pulse of life — this emotional connection with oneself or others. I napped on my boyfriend's chest, and his heartbeat rocked me; even though it kept me awake, it soothed me and plunged me into a meditative state... I imagined non-verbal encounters where two people would listen only to each other's heartbeats. The only information they would share would be their heart rate: was it synchronised? Or does this immersive interaction make one of their hearts race? By the way, do you think my heart was beating in rhythm with my boyfriend's when I was dreaming up this idea? In any case, I remember that my heart followed my brother's; if his sped up, so did mine." https://www.youtube.com/watch?v=NceaoEO4has This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1780: Recap of VRChat Worlds Gallery at Venice Immersive 2025 with Mike Salmon

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 51:19


I interviewed Mike Salmon about the VRChat Worlds Gallery selection that was a part of the Venice Immersive 2025 on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. vent. What is Virtual Art – Volume 1 FLASHING WARNING Flat Earth Neuron Powdergame Fzmz Pointzero よるとうげ -Yorutouge- Ritual (v․1․3) The Reality of Hope Mirage Natura's Queendom Uncanny Lounge the colony - flat 804 Scale Journey exhibition ⁄ back seeing 東雲風船 - SHINONOME BALLOON - CyberLove | A7 サイバーラブ Experience Dracula's Castle NeoWorlds Light Aquarium Break 15˸ Arcanum This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1759: Mother-Daughter Team Explore Personal Challenges with Depression and Anxiety in “Mirage” Immersive Animation

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 54:59


I interviewed Naima Karim & Aleena Hanif about Mirage on Saturday, August 30, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Mirage: "Mirage is an interactive Virtual Reality experience of a young girl who is battling depression and anxiety. Set in a desert landscape, it is a metaphorical and stylised adaptation with visuals created by the artist Naima Karim and her lived experience with her daughter's depression and anxiety. The audience embarks on an immersive journey through the young girl's mind, using hand-tracking interactivity, spatial sound design, original music, and a haptic vest. With hand-tracking interaction, they will be encouraged to support her through her challenges. However, accepting struggles and accepting help from others is not easy for a person suffering from depression and anxiety. Mirage sheds light on the often-misunderstood realities of depression and anxiety, inspiring empathy and understanding." Here are the contextual domains that are explored: Mental Health and Depression and anxiety [6], [4] Family, specifically within the context of a parent [4] and their child [5] and her sibling [3], accepting help from others [7] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Narrative-driven, immersive animation in VR, but the center of gravity as a cinematic experience2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Spatial Quill Animations, but also quite a lot of Haptic Integrations ( to mimic aspects of chest pain and panic). There are moments where you embody and interact as a parental figure, but also many times you're a ghostly observer3rd Center of Gravity of Fire Element / Active Presence: Some light, hand-tracked interactions spread throughout that serve to gate key moments in the story.4th Center of Gravity of Air Element / Mental and Social Presence: Dialogue amongst the characters, is there narration from one of the character as well? I don't remember Archetypal Themes and Character Explored: Depression, Anxiety: "accepting struggles and accepting help from others is not easy for a person suffering from depression and anxiety. Mirage sheds light on the often-misunderstood realities of depression and anxiety, inspiring empathy and understanding." And to "bring awareness to the experiences of someone with depression and anxiety." Artist Statement: "For many children with depression and anxiety, happiness can feel unattainable and just out of reach, like a Mirage. Mirage is based on our personal experience. It was challenging to create because of how vulnerable we had to be to develop an honest experience. We wanted to leave room for audiences to connect in their own way, but still speak to common experiences they might find through our story. The essential purpose of Mirage is for us to share our story and bring awareness to the experiences of someone with depression and anxiety. Through Mirage, we hope to spark conversation and encourage people to empathise and support those with depression and anxiety." https://www.youtube.com/watch?v=B9unNsHKGEc This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1782: “A Long Goodbye” Wins 3rd Place Prize at Venice Immersive with Emotionally-Moving Story on Dementia and Spatial Grammar Innovations

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 70:34


I interviewed Kate Voet & Victor Maes about A Long Goodbye on Saturday, August 30, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for A Long Goodbye: "A Long Goodbye tells the story of Ida, a 72-year-old pianist living with dementia. In this animated, interactive VR experience, we walk in Ida's shoes. We experience a day in her life, as her reality is fading. The apartment, where she spent a lifetime with her beloved husband Daniel, first feels empty and undefined. When we interact with objects and play the tape recordings of her husband, her playful world gradually comes to life, as if drawn in paint before our eyes. Like pieces of a puzzle, memories and conversations help Ida to rediscover herself. But we also discover Daniel's struggles, as he hopes to stay connected and realises their remaining time together may be short. A Long Goodbye is a poetic experience about the impact of dementia, but above all it is about love and the long goodbye of two lovers who shared a life together." Here are the contextual domains that are explored: Self and Identity [1], and the loss [8] of memory [1]. All the ways that we capture and record our identity [1]. "Like pieces of a puzzle, memories and conversations help Ida to rediscover herself." Artifacts of shared experiences and memories shared within the spatial context of a home [4], Husband [7] caretaker [7] of the main character with Ida, "72-year-old pianist living with dementia." Music [5], wihch was a part of her career [10], and the various adventures they had together [9] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Narrative-driven, animation with lots of immersive & interactive components. The pacing is gated with interactive actions, and the movement of your body seamlessly blends into various things like change blindness edits. An incredible score with different themes for different characters, and the world starts to change and dissolve as the main protagonists memory also fades giving you a sense of time, and unfolding processes. Victor is also a cinematographer, and so there's lots of canny translations of cinematic grammar into an emerging spatial grammar. VERY EMOTIONALLY IMPACTFUL2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: An incredibly transportative world with a very distinct water coloreque aesthetic. Lots of embodied movement through this piece. Also some mashing up of contexts between these worlds that is reminescent of Meow Wolf. There's quite a lot of void space to help direct attention, but also makes excellent use of available space. There's physical movements paired with virtual locomotion. And the physical installation with post-it notes also helped created a strong magic cirlce for the piece. You are also embodied as Ida - as you learn about yourself as she has to do each and every day. From their artist statement, Kate and Victor said, "When we put the VR headset on, the first questions that come to mind are: Who am I? And where am I? This confusion is exactly what our protagonist is dealing with and this became the starting point of the story."3rd Center of Gravity of Fire Element / Active Presence: Interactions that gate the narrative in order to help modulate the pacing of the story. Free to physically move within space, but also paired with virtual locomotion. They aspired to allow people to be able to wander through the story and you get a bit lost along the way. So TRUE!4th Center of Gravity of Air Element / Mental and Social Presence: Dialogue amongst the characters, and also tape recording. Nice blend of metaphoric memory and dream logic with an amazingly well-written script. But also a puzzle-like structure as you piece together the story. Archetypal Themes and Character Explored: Memory. Loss, Grief, Death. The slow dissolving of the structures of memory as reflected within the sparse void-like architecture of the piece itself reflecting this slipping away into liminality. The love that they share within their partnership. "a poetic experience about the impact of dementia, but above all it is about love and the long goodbye of two lovers who shared a life together." So talking about the details of the condition, but also the caretaker / partner who is living with this condition "A Long Goodbye is at once a personal and a universal story about human connection. It serves as a reminder that people are always so much more than their illness. Instead of focusing on what is lost, we need to stay close and hold on to shared affection." Artist Statement: "When we put the VR headset on, the first questions that come to mind are: Who am I? And where am I? This confusion is exactly what our protagonist is dealing with and this became the starting point of the story. We were drawn to this theme because of Victor's grandfather who lived with Alzheimer's disease, and whose health declined rapidly after Victor's grandmother passed. The experience of having witnessed this emotional transformation close by, made us explore how dementia is experienced and how it influences the relationship with your past, with yourself and with your loved ones. A Long Goodbye is at once a personal and a universal story about human connection. It serves as a reminder that people are always so much more than their illness. Instead of focusing on what is lost, we need to stay close and hold on to shared affection." https://www.youtube.com/watch?v=9-kttoua1PA This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1783: “Less Than 5gr of Saffron” Wins 2nd Place Prize at Venice Immersive with Spatial Poem Quill Animation

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 52:40


I interviewed Négar Motevalymeidanshah & Gwenaelle Clauwaert about Less Than 5gr of Saffron on Saturday, August 30, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Less Than 5gr of Saffron: "Golnaz is a young Iranian immigrant trying to adjust to her new life in Germany. One evening, returning from her job (as an assistant at a migrant reception centre in the Berlin suburbs), she is starving, and her refrigerator is empty. She decides to go to the nearest supermarket. The supermarket has just received a new product: saffron. Even though it is very expensive for her, she cannot resist: she buys a packet of saffron. Emotions overwhelm her. She feels the need to cook a home-cooked meal to help her overcome her homesickness. She prepares rice and adds saffron, a comfort food from her past. But she never expected that this moment would plunge her back into the most traumatic events of her life. Most notably, three years ago, she survived a tragic drowning that took her family while traveling illegally by boat." Here are the contextual domains that are explored: Exile and being a refugee [12]. Takes place in a new [4] home far from home [9] whose memory of family who died [8] all brought back through the embodied experience of food and saffron [1]. "The project evokes our capacity to identify profoundly with a survivor by placing her in a universally familiar-preparing a meal." Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Quinitessential and paradigmatic example of spatial storytelling taking through a variety of immersive and spatial contexts with seamless transitions and edits. Also switches between 3rd person and 1st person POV2nd Center of Gravity of Water Element / Emotional Presence: Like living within a Lucid Dream, very dynamic, poetic. It's cut to music, and so it very much has a music video type pacing and rhythm. Some really elegant spatial transitions, and powerful moments that use metaphors that were just extremely visceral and moving. The piece very much relies upon flashbacks and memories of traumatic moments of escaping authoritarian contexts. So you start off in the mudance context of a kitchen from a first-person POV, but then upon smelling the saffron spice, then it immediately transports you into these violent memories of being an exiled refugee. It's also farily brief, and so short and sweet.3rd Center of Gravity of Air Element / Mental and Social Presence: No words, Poetic Dream Logic. Meaning is discerned through the poetic interpretations of the juxtaposition of a visual and spatial storytelling lanuage. Very powerfully done.4th Center of Gravity of Fire Element / Active Presence: No narrative agency or any embodied Interactions Archetypal Themes and Character Explored: Connections to flavors and smells of food to memory. Sadness, harshness, limitations, constraint. Sudden and unexpected trauma -- "she never expected that this moment would plunge her back into the most traumatic events of her life" Artist Statement: "Less than 5 Gr of Saffron tackles a subject we think we've already seen too much of: the often tragic circumstances under which many migrants flee their home countries in search of a better future. A hundred times, stories of shipwrecks and the numbers of those drowned have filled our screens, anonymous people who disappear from our memories with a snap of the fingers. The project evokes our capacity to identify profoundly with a survivor by placing her in a universally familiar-preparing a meal. In today's extremely violent context, this empathetic experience helps to rekindle within us a common humanity, whether we have experienced such trauma firsthand or not." https://www.youtube.com/watch?v=R7VtxTHx_H0 This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Voices of VR Podcast – Designing for Virtual Reality
#1786: Collective Reading Experience of “Constantinopoliad” Provokes Discussion on Defining “Immersive”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 62:43


I interviewed Sister Sylvester about Constantinopoliad on Friday, September 12, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Constantinopoliad: "Constantinopoliad is a collective reading and audio work. A response to the archive of the poet Constantine Cavafy, the story is inspired by the blank and torn-out pages in Constantinopoliad, an Epic, the journal the teenage Cavafy began when he and his family fled Alexandria; by lost and missing queer archives through time; and by the ghosts, both erotic and historical, that visit the older Cavafy in his poems." Here are the contextual domains that are explored: The exploration of identity [1] as a person has moved from his home [4], and into a distant land [9] with some feelingsof being exiled [12], but also the implication of homosexuality [5] within the context of having to remain hidden or taboo [12]. It's dipping into the vast archive [9] of Cavafy's expressions of identity [1] and poetry and art [5], and recontextualizing as these universal experiences that are still very much relevant today [9]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Air Element / Mental and Social Presence: collaboratively reading together - narrative distillation of an archive. You listening to the audio narration, but you have to negotiate how to co-read this "book" object together. The form of this "book" also deviates from normal book where it is part pop-up book, but also a flat stage to be explored with the other person. This externalized book becomes a bit of an abstracted theatrical stage for the story as it unfolds, but there are also more explicitly architectural elements to this "book" object as well. The piece also creates an implicit invitation to connect and talk with your audience partner afterwards about the piece2nd Center of Gravity of Water Element / Emotional Presence: AMAZING MUSIC + time-based narration + lighting. There's some amazing synchrony between the music, the timing of the reading, as well as the lighting. It really gives a strong sense of time. The reading of the story almost feels like a narrative podcast of sorts, but is mostly a matter of convenience of recording of the live performance so that it could be toured at immersive festivals without the burden of paying for all of the performers and musicians.3rd Center of Gravity of Earth Element / Environmental and Embodied Presence: Book like object as an architectural artifact, and has a whole spatial journey. The installation also had tables with lighting effects, but also there were projctions that were happening within the space as well. Most of the focus of spatial experience happens within the context of the architectural nature of the "book" object, but the other theatrical elements of the environment definitely help to cultivate an overall mood.4th Center of Gravity of Fire Element / Active Presence: Explore the story through various interactions. There's no narrative agency per se, although one could deviate from directly reading along with the text. There's an implicit contract to stay on course with your actions since you're negotiating the experience with another person. Archetypal Themes and Character Explored: Exploration of the "lost and missing queer archives through time; and by the ghosts, both erotic and historical, that visit the older Cavafy in his poems" Artist Statement: "My favorite response to this work was an audience member who described it as 'making love to a stranger through a book'. The work invites audiences into a sensual and concrete encounter with Cavafy's life and poems: fingers making contact with history; illumination revealing images from between the pages; sounds conjuring the ghosts of 19th century Alexandrian cabarets. With words by sister sylvester, score by Nadah El Shazly, and illustrations by Efrîn Özyetis, Constantinopoliad is a multi-sensory encounter with the past, and with forgotten stories that can haunt us into new imaginings for the present." You can see the projects I covered at Venice Immersive 2025 categorized in this image: Below, you will find links to my 30+ hours of my coverage from Venice Immersive 2025 across 39 episodes. I've categorized the experiences according to these "elemental genres," which is looking at the top two elemental centers of gravity. You can listen to this episode or watch the video version of "The Blending the Elements on Experiential Design" YouTube on for more details. #1650: Sneak Peak of Venice Immersive 2025 Selection with Curators Liz Rosenthal and Michel Reilhac #1750: Doug Liman's "Asteroid" Short Immersive Film with Google Gemini Story Extension + Kickoff of Venice Immersive 2025 Coverage #1751: "Ghost Town" Narrative Integration in Puzzle Adventure with Exquisite Worldbuilding #1752: Blending Embodied Game & Narrative Genres with "One True Path, Part 1" #1753: Mixed Reality Town-Building and Sim Game "Wall Town Wonders" #1754: Screen Life Thriller "LILI" about Surveillance Fuses Game Design, Film, and MacBeth Adaptation #1755: Hand-Tracked Sign Language as Story Beat Triggers in "Eddie and I" #1756: Exploring Narrative Potential of Generative AI in "8pm and the Cat" #1757: Embody a Geranium in Immersive Comedy about Boredom in "The Great Escape" #1758: Reckoning with Mental Health Taboos in Japan with "If You See a Cat" Immersive Animation #1759: Mother-Daughter Team Explore Personal Challenges with Depression and Anxiety in "Mirage" Immersive Animation #1760: Immersive Fairy Tale about Automation with "The Sad Story of the Little Mouse Who Wanted to Become Somebody" #1761: Unpacking the Immersive Orchestral Mix of "1968" with Massimiliano Borghesi #1762: Fusing Experimental Immersive Animation with Cutting-Edge Orchestral Spatial Audio Mix in "1968" #1763: Blending Theater and 360 Video in "Re-Launching-Luigi-Broglio" #1764: Mixing Hand-Drawn Animation with 360 Video in "The Time Before" #1765: Immersive Action Thriller "Mulan 2125" Pushes the Edge of Graphical Fidelity #1766: Formula 1 LBE Experience "Black Cats & Chequered Flags" is an Immersive Biopic of Alberto Anscari #1767: Immersive Journey through Special Effects Pioneer Carlo Rambaldi's Paintings in "Alien Perspective" #1768: Symbolic Journey through Lithuania's Artist Mikalojus Konstantinas Čiurlionis' Paintings in "Creation of the World" #1769: Mixed Reality Musical on Avatars and Identity in "First Virtual Suit" #1770: Eastern Philosophy-Inspired Fusion of Theater and XR with "Mnemosyne" #1771: Environmental Storytelling in "The Great Orator" VR Diorama with Generative AI Experiments #1772: Climate Change Spatial Montage "Out of Nowhere" Aspires to Move Towards Rewilding Prevention #1773: "Collective Body" Assigns Elemental Avatars Based Upon Archetypal Dance Movements #1774: Combining Live Dance and Music in Immersive LBE Performance "L'ombre (The Shadow)" #1775: The Continuous Spatial One-Shot of Backlight's "La Magie Opera" LBE #1776: The Spatial Grammar Innovations of Dialectical Contrasts and Abstraction within "The Big Cube" #1777: Active Imagination, Associative Dream Logic, & Embodied Interactions in "Sense of Nowhere" #1778: Collaborative Social Game and Story of "Happy Shadow" #1779: "Heartbeat" Immersive, 1-on-1 Biometric Synchronization and Involuntary Collective Agency #1780: Recap of VRChat Worlds Gallery at Venice Immersive 2025 with Mike Salmon #1781: Winner of Venice Immersive 2025 "The Clouds Are Two Thousand Meters Up" Innovates on Gaussian Splats & Spatial Storytelling #1782: "A Long Goodbye" Wins 3rd Place Prize at Venice Immersive with Emotionally-Moving Story on Dementia and Spatial Grammar Innovations #1783: "Less Than 5gr of Saffron" Wins 2nd Place Prize at Venice Immersive with Spatial Poem Quill Animation #1784: The Incredible Spatial Transitions of "Dark Rooms" with Radical Consent Innovations #1785: The Landmark Achievements of "Blur" in Fusing Theater, Montage, Mixed Reality, and LBE VR #1786: Collective Reading Experience of "Constantinopoliad" Provokes Discussion on Defining "Immersive" #1787: Blending the Elements of Experiential Design & Process-Relational Foundations of the Elements This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Film Ireland Podcast
Presents: Camille Balsamo-Gillis Actor, Producer & Co-Founder of Pro Machina Practical FX Company

Film Ireland Podcast

Play Episode Listen Later Aug 8, 2026 30:19


In partnership with RENDR Festival and supported by the National Talent Academy for VFX, we are delighted to present this very special speaker series. Recorded live at RENDR 2026 in Banana Block, Belfast, we spoke with actor, producer and co-founder of practical effects company Pro Machina, Camille Balsamo-Gillis.In this conversation, Camille chats about growing up on sets as the daughter of Oscar-nominated creature effects artist Alec Gillis, creating films for themselves at Pro Machina, working as a multi-hyphenate filmmaker, and continuing the family legacy of practical filmmaking through her work on blockbuster productions including Alien: Romulus and The Fantastic Four: First Steps.Listen now on SoundCloud, Apple, Spotify, Acast and Amazon, or subscribe to Film Ireland wherever you get your podcasts.https://www.filmireland.net/camille-balsamo-gillis-actor-producer-co-founder-of-pro-machina-practical-effects-companyThis series of talks was recorded in The Spinners Mill Studio, a podcast and DJ studio based in Banana Block offering tailored solutions for DJ sessions, small-scale events and podcasting from concept to final distribution. Follow them on Insta / Facebook / TikTokCamille Balsamo-GillisAs the eldest daughter of Oscar nominated creature effects artist Alec Gillis, it was inevitable Camille Balsamo-Gillis would follow in her father's footsteps with a career in practical effects. As co-founder of practical fx production company Pro Machina, her team builds and shoots miniatures for blockbuster films like The Fantastic Four: First Steps and Alien: Romulus, but she hasn't stopped there: Pro Machina's mission is to create unique films that celebrate practical effects as a powerful filmmaking tool. To date, she has produced two features under the banner, with two more in development this year.RENDR FestivalThis is a unique event celebrating creative craft and artistry in a fully immersive two-day festival exploring the space between Creativity and Technology. Ignite your imagination with inspiring speakers from the worlds of Film, Gaming, Animation, Immersive, and more! Learn from the best, with 30+ creatives from the likes of Netflix, Pixar, Walt Disney Studios, and Epic Games among others.Witness creative uses of new technology, explore the gallery of digital art, chow down at the food village or play in the arcade. You will be transported to the future, and provide you with unforgettable and inspirational nights. Like nothing you have experienced before, our unique combination is guaranteed to provide two nights you can't miss. Come for the talks, stay for the experience!National Talent Academy for Visual EffectsAs the newest of the Academies, the National Talent Academy for VFX provides support and opportunities for anyone interested in a career in VFX. Launched in 2024, the National Talent Academy for VFX is an initiative of Fís Éireann/Screen Ireland, managed by Cultural & Creative Industries Skillnet. Their mission is to transform aspiring VFX artists into industry-ready professionals while providing ongoing upskilling opportunities for current talent.Through comprehensive courses and programmess, we introduce participants to best practices both locally and globally, creating clear pathways and solidifying Ireland's reputation as a premier destination for VFX. The National Talent Academy for VFX is dedicated to attracting individuals from diverse backgrounds and disciplines, fostering greater awareness of VFX as a viable and exciting career choice. Learn more about the work they do here.Over the years, the podcast has featured acclaimed guests such as Phyllida Lloyd, Lenny Abrahamson, M. Night Shyamalan, John Boorman, Saoirse Ronan, Colin Farrell, Aisha Tyler, Colm Meaney, Paul Reiser, Niamh Algar, David Freyne, Ciarán Donnelly, Joshua Oppenheimer, John Crowley, Niamh Algar, Gene Stupnitsky, and Terence Davies, alongside many of the most influential voices working in film and television today.So make sure to subscribe and listen back! Hosted on Acast. See acast.com/privacy for more information.

Mickey-Jo Theatre Reviews
Review Roundup (9 to 5, The Car Man, Love's Labours Lost and Grease: The Immersive Movie Musical)

Mickey-Jo Theatre Reviews

Play Episode Listen Later Aug 7, 2026 36:12


Last week Mickey-Jo saw four completely different productions in the space of 72 hours:• 9 to 5: the Musical on tour• Love's Labours Lost at Shakespeare's Globe• Grease: the immersive Movie Musical• The Car Man at Sadler's WellsCheck out what Mickey-Jo thought of each of these productions, their new interpretations, and their creative choices...check out Mickey's weekly substack newsletter:www.mickeyjotheatre.substack.com•00:00 | introduction01:51 | 9 to 5: the Musical11:34 | Love's Labours Lost20:12 | Grease: the immersive movie musical28:51 | The Car Man35:14 | conclusionAbout Mickey-Jo:As one of the leading voices in theatre criticism on a social platform, Mickey-Jo is pioneering a new medium for a dwindling field. His YouTube channel: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠MickeyJoTheatre⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ is the largest worldwide in terms of dedicated theatre criticism, where he also share features, news and interviews as well as lifestyle content for over 95,000 subscribers. With a viewership that is largely split between the US and the UK he has been fortunate enough to be able to work with PR, Marketing, and Social Media representatives for shows in New York, London, Edinburgh, Hamburg, Toronto, Sao Pãolo, and Paris. His reviews and features have also been published by WhatsOnStage, for whom he was a panelist to help curate nominees for their 2023 and 2024 Awards as well as BroadwayWorldUK, Musicals Magazine and LondonTheatre.co.uk. Instagram/TikTok/X: @MickeyJoTheatre Hosted on Acast. See acast.com/privacy for more information.

Your Brand Amplified©
Driving Brand Empathy Through Immersive Storytelling with Amir Berenjian

Your Brand Amplified©

Play Episode Listen Later Aug 5, 2026 48:55


Anika sat down with Amir Berenjian to explore how a former investment banker transitioned from multi-million dollar M&A spreadsheets to founding an immersive technology company. The conversation revealed a profound truth: the most powerful way to sell a brand or cause isn't through data alone, but through deeply emotional, shared experiences. Amir shares how REM5 Studios leverages virtual reality (VR) to transport trade show attendees to a Wisconsin dairy farm and global policymakers to the frontlines of polio eradication in Zambia, proving that immersive tech is far more than just a novelty.   In This Episode   How 12 years in M&A investment banking prepared Amir for immersive storytelling The pivotal moment of trying the Oculus Rift in 2016 and seeing the future of human-computer interaction Using pizza and beer to overcome VR skepticism in the corporate world Why the ROI of immersive tech at trade shows vastly outperforms traditional marketing trinkets Transporting global policymakers to Zambia to fight polio via VR with the Gates Foundation How a premium cheese brand uses VR to tell the story of a 100-year-old family farm The surprising dual-use of VR for both external marketing and internal employee onboarding How to test out immersive tech for your brand without breaking the budget   Timestamps 00:00 Introduction: From investment banking to immersive tech  02:09 The surprising emotional throughline between M&A banking and VR storytelling  04:38 The Oculus Rift "Aha!" moment and democratizing the "magic school bus" experience  07:35 Overcoming the VR accessibility barrier and corporate skepticism  11:13 Transitioning from corporate events to purpose-driven storytelling and global causes  13:33 The economics of immersive tech and why it's cheaper than you think  15:08 Dominating trade shows: Why shared VR experiences beat traditional marketing flyers  17:29 Case Study 1: Transporting customers to a 3rd-generation Wisconsin dairy farm  19:38 Case Study 2: Putting policymakers on the frontlines of polio with the Gates Foundation  20:23 How immersive 3D video actually works (and the nostalgia of the View-Master)  25:13 The 9-month planning process and why distribution is the biggest hurdle in VR  29:39 The intersection of AI, implicit bias, and leveraging technology for good  31:47 Measuring the impact and ROI of immersive storytelling  34:33 How small businesses can test the waters of VR for under $500  38:33 The dual value of VR: Using marketing tools for internal employee onboarding  41:42 What's next for REM5 Studios and the convergence of AI and spatial computing   Key Insights & Takeaways   Insight 1: M&A and VR are Both About Selling Emotion    Even in investment banking, multi-million dollar deals are driven by the emotional story of a business. Amir realized VR is simply the ultimate tool for democratizing that story, allowing clients to "tour the factory" and meet the founders without ever leaving the boardroom.   Insight 2: Immersive Tech Solves the Trade Show ROI Problem    Trade shows are filled with expensive, easily discarded trinkets and flyers. Immersive tech completely steals the show by giving attendees a shared, memorable experience that re-energizes them. Because the experience can be reused across dozens of events, it proves to be far more cost-effective and impactful than traditional trade show marketing waste.   Insight 3: The Technology is the Conduit, Not the Message    People easily get caught up in buzzwords like AR, VR, and spatial computing. But the goal isn't to talk about the tech—it's to use the tech to tell a story so effectively that users forget they're wearing a headset. Whether it's understanding the reality of polio eradication or the care behind a premium cheese, the tech is just a vehicle for presence and empathy.   Insight 4: Marketing Assets Make Perfect Internal Training Tools    An immersive experience originally designed to sell a product to consumers can instantly be repurposed as an onboarding tool for HR and accounting teams. Giving new or remote employees a virtual factory tour accelerates learning, reduces training costs, and emotionally connects desk workers to the company's physical roots.   Insight 5: You Can Test VR for Your Business on a Budget    You don't need a massive corporate budget to start experimenting with immersive storytelling. With a $400 Meta Quest headset or a free 30-minute demo at an Apple Store, business owners can experience existing VR content, identify use cases, and understand the medium before ever committing to a custom build.   Resources & Links Mentioned   REM5 Studios Polio's Last Mile (VR Experience available on Meta Quest & Apple Vision Pro) Meta Quest 3 / Apple Vision Pro   About Amir Berenjian Amir Berenjian is the co-founder and CEO of REM5 Studios, an immersive technology company based in Minneapolis that builds virtual and augmented reality experiences for brands and causes. Before transitioning to spatial computing, Amir spent 12 years in investment banking, facilitating over 100 M&A transactions for companies ranging from $10 million to over $1 billion in revenue. Today, he helps organizations like the Gates Foundation, Rotary International, and Fortune 500 companies leverage the power of VR to foster profound empathy, connection, and real-world impact.   Connect with Amir LinkedIn: https://www.linkedin.com/in/amir-berenjian-90738220/ Website: REM5Studios.com Like the show? Leave us a rating or review: https://lovethepodcast.com/67940257010b317cdaa9d857Follow the Show: https://followthepodcast.com/67940257010b317cdaa9d857Send a Message: https://podcastfeedback.com/67940257010b317cdaa9d857Check out our Website: https://www.yourbrandamplified.comSpeak to my Delphi Clone: https://www.delphi.ai/amplifywithanika Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

Snooze with Sam
Sleep Beneath the Moonlight

Snooze with Sam

Play Episode Listen Later Aug 5, 2026 155:50


In this sleep story, you'll fall asleep under the moonlight with calming Scottish voice, soothing 40 Hz binaural beats and immersive ambience. As you drift off to dreamland, you'll subconsciously learn how to fall asleep and stay asleep for longer periods of time.If you're looking for a relaxing sleep story that will help you fall asleep quickly, then this is the perfect video for you! It's gentle enough for beginners, but has enough depth to really improve your sleep experience. Plus, the binaural beats and immersive ambience will help you drift off to dreamland in minutes!Let me know how you enjoy it! :)Sam xMake yourself comfortable and relax with this soothing tale.Support me in creating these stories on Patreon: https://www.patreon.com/snoozewithsamDonate a one-time pledge here!https://ko-fi.com/snoozewithsamIf you enjoy these sleep stories, it would mean to world to me if you showed your appreciation and support through my Patreon OR Ko-fi. This way I can continue to do what I do!Thank you.SamSupport me here: (become a valued member & perks) https://www.patreon.com/snoozewithsam(ONE-TIME DONATION option!)https://ko-fi.com/snoozewithsam ​Listen on YouTube:   / @snoozewithsam  Listen on Amazon Music:https://music.amazon.co.uk/podcasts/4...Music and visuals are a combination of original productions and/or may include licensed and adapted, remixed, or transformed material from:https://freemusicarchive.org/homehttp://www.epidemicsound.com/https://www.videvo.net/https://www.canva.com/Spatium by Keys of Moon | https://soundcloud.com/keysofmoonMusic promoted by https://www.free-stock-music.comAttribution 4.0 International (CC BY 4.0)Music : "The End of the World" by Tristan Lohengrinwww.tristanlohengrin.comLicensed under Creative Commons: By Attribution 3.0https://creativecommons.org/licenses/...These original works are the property of Snooze with Sam, © Copyright 2020-2023. All rights reserved.

The Morning News with Vineeta Sawkar
Titanic: An Immersive Experience is coming to Minneapolis!

The Morning News with Vineeta Sawkar

Play Episode Listen Later Aug 5, 2026 4:33


A salute to the immigrants, many of whom have Minnesota ties, is the heart of the visit. Find out more about this unique presentation that will be here through the end of the year!

The Best of Breakfast with Bongani Bingwa
The Royal Countess Zingara brings immersive dining and theatre to Johannesburg

The Best of Breakfast with Bongani Bingwa

Play Episode Listen Later Aug 5, 2026 9:04 Transcription Available


Bongani Bingwa speaks to Nicky-Anne, Marketing Director of The Royal Countess Zingara, about the acclaimed production's Johannesburg debut, combining live theatre, acrobatics, music, fine dining and immersive entertainment, and what audiences can expect from the unique experience at Melrose Arch. 702 Breakfast with Bongani Bingwa is broadcast on 702, a Johannesburg based talk radio station. Bongani makes sense of the news, interviews the key newsmakers of the day, and holds those in power to account on your behalf. The team bring you all you need to know to start your day Thank you for listening to a podcast from 702 Breakfast with Bongani Bingwa Listen live on Primedia+ weekdays from 06:00 and 09:00 (SA Time) to Breakfast with Bongani Bingwa broadcast on 702: https://buff.ly/gk3y0Kj For more from the show go to https://buff.ly/36edSLV or find all the catch-up podcasts here https://buff.ly/zEcM35T Subscribe to the 702 Daily and Weekly Newsletters https://buff.ly/v5mfetc Follow us on social media: 702 on Facebook: https://www.facebook.com/TalkRadio702 702 on TikTok: https://www.tiktok.com/@talkradio702 702 on Instagram: https://www.instagram.com/talkradio702/ 702 on X: https://x.com/Radio702 702 on YouTube: https://www.youtube.com/@radio7See omnystudio.com/listener for privacy information.

The XS Noize Podcast
LE BOOM on Immersive Shows, Irish Identity & Community (#294)

The XS Noize Podcast

Play Episode Listen Later Aug 4, 2026 33:59


LE BOOM's Christy Leech joins Mark Millar on the XS Noize Podcast ahead of the duo's 360° immersive floor show at Limelight 1, Belfast. Christy explains how secret raves and unconventional venues inspired LE BOOM to perform in the middle of the audience, removing the separation between the band and the crowd. He also recalls an unforgettable show on a boat in Sydney Harbour and discusses the community that has developed around LE BOOM's live performances. The conversation explores Christy's creative partnership with his brother Andy, combining electronic music with spoken word, and embracing their Irish identity through writing and performing in the Irish language. Christy also discusses the story behind "BUACHAILLÍ," LE BOOM's gradual rise from intimate parties to sold-out shows, and reveals that the duo have finished an album. LE BOOM's 360° immersive floor show, with special guests Grooveline, takes place at Limelight 1, Belfast, on Saturday, 8 August 2026. Tickets: https://www.ticketmaster.ie/le-boom-in-the-round-immersive-floor-show-fleadh-2026-belfast-08-08-2026/event/380064A7EA0A2B32 Watch more XS Noize Podcast episodes: https://www.youtube.com/@thexsnoizepodcast Visit XS Noize: https://www.xsnoize.com

UC Today - Out Loud
Can Immersive Tech Go Beyond the Headset?

UC Today - Out Loud

Play Episode Listen Later Aug 4, 2026 12:56


In this episode of UC Today, host Christopher Carey sits down with Fabio Esposito, CEO of Leia Inc. and former Meta Reality Labs executive, to explore the growing impact of spatial intelligence and immersive technology.Fabio unpacks the biggest misconceptions about spatial computing, why it's far more than just hardware, and how adding visual depth is transforming industries from healthcare and education to remote work and industrial operations.They discuss what makes immersive communication genuinely useful rather than a novelty, how spatial tools can improve the doctor-patient experience, and whether spatial displays will replace or coexist with traditional screens.Fabio also reflects on what he believed about AR/VR five years ago that he no longer agrees with — and why he thinks the future belongs to technology that meets consumers where they already are.Topics covered:

Film Ireland Podcast
Presents: Director, Designer & Animator Jennifer Zheng

Film Ireland Podcast

Play Episode Listen Later Aug 3, 2026 33:55


In partnership with RENDR Festival and supported by the National Talent Academy for VFX, we are delighted to present this very special speaker series. Recorded live at RENDR 2026 in Banana Block, Belfast, we spoke with Belfast-born stand up, director, animator, and Associate Creative Director at BUCK, Jennifer Zheng. Her BAFTA-nominated short film Tough – exploring the complexities of her and her mother's cultural identities – has screened at over 80 international festivals, including Sundance and SXSW, and received 17 awards. Alongside her directorial work, Zheng has collaborated with global clients such as Netflix, Google DeepMind, Headspace, and The White Stripes. Listen now on SoundCloud, Apple, Spotify, Acast and Amazon, or subscribe to Film Ireland wherever you get your podcasts. https://www.filmireland.net/podcast-director-designer-animator-jennifer-zhengThis series of talks was recorded in The Spinners Mill Studio, a podcast and DJ studio based in Banana Block offering tailored solutions for DJ sessions, small-scale events and podcasting from concept to final distribution. Follow them on Insta / Facebook / TikTokJennifer ZhengJen learned to draw the normal way: by drawing the same boiled egg for a month because her dad told her 'Da Vinci started that way' – he didn't*. After eggs, she drew exclusively Hollywood A-lister headshots with the grid method: Her Angelina Jolie was spectacular. Now Jen has found a career where drawing the same thing over and over isn't considered crazy: animation.She grew up Chinese in the rolling concrete flats of Belfast, Northern Ireland where it was so white she would sometimes forget that she was Asian ... so the other girls at school would complain that their fake tan kept rubbing off, and she'd say back 'I dunno what's wrong with you girls, because mine never comes off.' The prejudices she experienced growing up taught her the importance of empathy, which is a theme that permeates her work. Her short film Tough on her and her mother's conflicting cultural identities was nominated for a BAFTA, won 17 awards, and screened at over 80 international film festivals including Sundance and SXSW. She is currently Associate Creative Director at BUCK and has worked with clients like The White Stripes, Netflix, Headspace & Google Deepmind. Notably, she's led the design of genitals & illustrations for OMGYes, co-wrote & creative directed a short for GitHub starring Phil Wang, and recently directed the animated portion of David Wilson's music video for Mabel ‘Look At My Body pt.II' – a psychedelic feminist retelling of the original sin. On the side, she is an award-winning stand-up comedian, Playgrounds In Motion London host, erotica zine publisher, and t-shirt tiedyer.*Da Vinci never repeatedly drew eggs, this seems to be a China-specific conspiracy.Website / InstagramRENDR FestivalThis is a unique event celebrating creative craft and artistry in a fully immersive two-day festival exploring the space between Creativity and Technology. Ignite your imagination with inspiring speakers from the worlds of Film, Gaming, Animation, Immersive, and more! Learn from the best, with 30+ creatives from the likes of Netflix, Pixar, Walt Disney Studios, and Epic Games among others.Witness creative uses of new technology, explore the gallery of digital art, chow down at the food village or play in the arcade. You will be transported to the future, and provide you with unforgettable and inspirational nights.National Talent Academy for Visual EffectsAs the newest of the Academies, the National Talent Academy for VFX provides support and opportunities for anyone interested in a career in VFX. Launched in 2024, the National Talent Academy for VFX is an initiative of Fís Éireann/Screen Ireland, managed by Cultural & Creative Industries Skillnet. Their mission is to transform aspiring VFX artists into industry-ready professionals while providing ongoing upskilling opportunities for current talent.Over the years, the podcast has featured acclaimed guests such as Phyllida Lloyd, Lenny Abrahamson, M. Night Shyamalan, John Boorman, Saoirse Ronan, Colin Farrell, Aisha Tyler, Colm Meaney, Paul Reiser, Niamh Algar, David Freyne, Ciarán Donnelly, Joshua Oppenheimer, John Crowley, Niamh Algar, Gene Stupnitsky, and Terence Davies, alongside many of the most influential voices working in film and television today.So make sure to subscribe and listen back! Hosted on Acast. See acast.com/privacy for more information.

Health Literacy Out Loud Podcast
Immersive Technology and Virtual Reality for Patient Education (HLOL #274)

Health Literacy Out Loud Podcast

Play Episode Listen Later Aug 1, 2026 28:07


Dr. Linda Ciavarelli is a Doctor of Podiatric Medicine (DPM) and board-certified specialist in Primary Podiatric Care. With over 20 years of clinical experience, Linda honed her expertise in preventative, orthopedic, and dermatologic podiatric medicine. In addition to her clinical background, Linda is the co-founder of HouseCall VR, an innovative startup dedicated to creating virtual […] The post Immersive Technology and Virtual Reality for Patient Education (HLOL #274) appeared first on Health Literacy Out Loud Podcast.

Speculative Machines
Model Convergence

Speculative Machines

Play Episode Listen Later Aug 1, 2026 30:08


Immersive, atmospheric, and futuristic dystopian soundscapes

Coffey & Code
Enterprise XR Done Right: Believable AI Avatars, Synthetic Humans & the Future of Immersive Training

Coffey & Code

Play Episode Listen Later Jul 31, 2026 30:39


Ash and Lucky share how nearly two decades of building mobile and spatial software led them to Kinemeric's Intelligence Core: the AI layer that powers lifelike avatars for training, sales enablement, and customer engagement. They dig into why so many enterprises got AR/VR wrong the first time around (chasing demos instead of outcomes), what's different now that hardware and AI have finally matured, and how their upcoming no-code authoring tool, Spatial Studio, will let non-technical teams build immersive training and marketing experiences without an engineering team in the middle. Whether you're evaluating XR for employee onboarding, exploring AI-driven customer experience, or just curious where spatial computing and AI are headed next, this conversation offers a grounded, outcomes-first look at the Kinemeric Platform and enterprise immersive technology. In this episode, you'll learn: Why "buying outcomes" beats "buying headsets" in enterprise XR strategy What makes an AI avatar a "Believable Human" and why that matters for learning retention How Kinemeric's Intelligence Core combines conversational AI with XR hardware to power realistic training simulations Real-world use cases: XR onboarding, virtual retail training, immersive marketing activations, and AI customer service avatars What's next for Kinemeric's Spatial Studio, a no-code authoring tool for immersive storytelling (releasing 2026) Where multimodal AI (voice, biometrics, body language) is taking XR over the next decade Guests: Ash Gobindram (Co-Founder, Vision & Technical Strategy) and Lucky Gobindram (Co-Founder, Sales & Commercial Strategy), Kinemeric Connect: kinemeric.com | X — @kinemeric | LinkedIn — Kinemeric | Instagram — @wearekinemeric | YouTube — @Kinemeric  Host: Ashley Coffey, Coffey & Code Podcast EPISODE CREDITS:Produced and edited by Ashley Coffey. Cover art designed by Ashley Coffey.Headshot by Brandlink MediaIntroduction music composed and produced by Ashley Coffey LINKSFollow Coffey & Code on Instagram, Facebook, Linkedin, and YouTube for the latest emerging tech updates! Subscribe to the Coffey & Code Podcast wherever you get your podcasts to be notified when new episodes go live. © 2026 Coffey & Code Podcast. All rights reserved. The content of this podcast, including but not limited to text, graphics, audio, and images, is the property of Ashley Coffey and may not be reproduced, redistributed, or used in any manner without the express written consent of the owner. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

The No Proscenium Podcast
Understanding The Immersive Audience w/Kathryn Yu

The No Proscenium Podcast

Play Episode Listen Later Jul 31, 2026 71:29


This week on the show, Immersive Experience Institute co-founder Kathryn Yu joins host Noah Nelson to talk about her ongoing series Understanding The Immersive Audience, which takes a deep dive into looking at what makes the immersive enthusiast cohort tick and provides some advice on what could best be called good marketing hygiene for immersive work in a time when producers find it increasingly difficult to find their audience.SHOW NOTESThe Understanding The Immersive Audience SeriesThe Immersive Experience InstituteThe New York Immersive InvitationalTech firm Fever produces live shows worldwide, with local consequences (Seattle Times) Hosted on Acast. See acast.com/privacy for more information.

Highlights from Newstalk Breakfast
Croagh Patrick's new immersive experience

Highlights from Newstalk Breakfast

Play Episode Listen Later Jul 31, 2026 4:39


For the first time, people who can't physically climb Croagh Patrick can make the journey thanks to a new immersive experience that enables people of every age and ability to experience the holy mountain, and it will officially open today in County Mayo. Senior Project Manager at Mayo North East, Orlagh Denneny joined us on the show this morning.

Journeys of Discovery with Tom Wilmer
Nevis Sun Tours offers award-winning immersive cultural experiences

Journeys of Discovery with Tom Wilmer

Play Episode Listen Later Jul 30, 2026 53:51


Correspondent Tom Wilmer visits with Greg Phillip based on the island of Nevis as he shares the diverse cultural, culinary and historical immersive experiences offered on the island in the heart of the Caribbean via Nevis Sun Tours.

HDTV and Home Theater Podcast
Podcast #1262: What is on the Home Theater Horizon

HDTV and Home Theater Podcast

Play Episode Listen Later Jul 24, 2026 35:58


On this week's show we look into our crystal ball to see what is on the Home Theater Horizon. We also read your emails and take a look at the week's news. News: 2026 Value Electronics TV Shootout: Samsung Snaps Sony TV Streak CarPlay video coming with iOS 27 WGA Seeks Injunction to Block Deal's Closing What is on the Home Theater Horizon Home theater technology is advancing quickly and the trend is moving toward wireless setups, brighter and more flexible displays, AI-powered calibration, immersive spatial audio, and simpler high-end installations. Today we take a look at what we can expect over the next couple of years. Displays: Brighter, Wireless, and Modular Ultra-thin wireless OLEDs: LG's OLED evo W6, also called the Wallpaper TV, is part of their 2026 evo lineup. It's incredibly thin — just 9 millimeters thick — and features a true wireless design. All your devices plug into a separate Zero Connect Box that can sit up to 10 meters away. The box then sends 4K video and audio wirelessly to the TV with almost no quality loss. The TV also includes Hyper Radiant Color Technology. This delivers much higher brightness — up to 3.9 times brighter than standard OLEDs — along with deeper black levels and fewer reflections. For gamers, it supports 4K at 165 Hertz, G-SYNC, and very fast response times. MicroLED and RGB advancements: MicroLED displays — including variants like Micro RGB or TriChroma — are becoming popular for luxury home theater setups. They deliver perfect blacks like OLED screens, but with much higher brightness, no burn-in risk, and modular designs that let you create custom sizes, such as 136-inch or even larger cinema walls. Brands like LG with their MAGNIT Active Micro LED, Samsung, and Sony are leading the way, offering seamless, cinema-certified picture quality. Consumer versions are still quite expensive — often six figures for a full wall — but they're becoming more realistic and affordable over time. Mini RGB: These TVs are poised to be a big hit because they combine the best of both worlds: the perfect blacks and contrast of OLED with the extreme brightness, longevity, and modular flexibility of MicroLED-style RGB technology. By using advanced Mini RGB LED backlighting, Mini RGB delivers stunning HDR performance, vibrant colors, and seamless large-screen designs ideal for luxury home theaters — all without burn-in worries. Sony's reputation for premium picture processing, cinema-grade calibration, and build quality gives their Mini RGB  a clear edge over competitors, making these TVs the top choice for serious enthusiasts who want theater-like visuals that will stay impressive for years to come. Projectors: Triple-laser UST (ultra-short-throw) and standard models dominate, with brighter outputs (thousands of ISO lumens), wider color gamuts (e.g., 110% BT.2026), Dolby Vision support, and 4K/8K capabilities. Examples include XGIMI Horizon 20 Max, AWOL Vision LTV-3000 Pro, and Hisense models. Laser is now the baseline for premium performance. Audio: Wireless Immersion and Modular Systems Wireless multi-speaker ecosystems: Dolby Atmos FlexConnect is rolling out more widely including the LG Sound Suite. This enables cable-free speaker placement with accurate panning. Sony's BRAVIA Theatre lineup (Trio, Bar 7/9, etc.) emphasizes modular wireless components with 360 Spatial Sound Mapping, phantom speakers (up to 24 channels), and room calibration. Advanced AVRs and processors: Denon, Onkyo, and others offer higher-channel support (9.4+), Dirac Live/Audyssey calibration, and AI room tuning. Multi-channel processors use Audio over IP for fewer wires in custom installs. Immersive extras: Haptic furniture, synchronized smart lighting using the  Philips HDMI Sync Box 2.1, and AI acoustic optimization for real-time adjustments. Other Notable Trends AI integration: Automatic calibration, content optimization, and adaptive environments including  room mapping for sound and light.. Hybrid/immersive rooms: 360-degree or wraparound video with spatial audio, plus premium formats inspired by commercial cinema (laser projection, higher baselines like 7.1+ with height channels). Lifestyle focus: Movable displays, aesthetically integrated speakers, mainly acoustically transparent designs, and easier setups for non-dedicated rooms. There are some exciting technologies shaping the next couple of years in home theater. Displays are getting brighter, thinner, and more flexible with ultra-thin wireless designs. High-performance UST laser projectors will bring huge screens to rooms where it was never possible before. And the shift toward truly wireless, immersive audio will fill any room with rich, room-filling sound. Best of all, your entire system will adapt to your room with the touch of a button!

Retail Daily Minute
GameStop Ups eBay Stake to Nearly 10%, Adidas Opens Immersive Store at Mall of America & Grocery Volumes Keep Sliding

Retail Daily Minute

Play Episode Listen Later Jul 22, 2026 5:12


Welcome to Omni Talk's Retail Daily Minute, sponsored by R&S Logistics, Duvo and Mirakl.In today's Retail Daily Minute, Omni Talk's Chris Walton discusses:GameStop discloses a stake approaching 10% in eBay as CEO Ryan Cohen continues pushing for a takeover.Adidas will open an immersive "brand concept" store at Mall of America this October, its first full-price Minnesota location.Grocery unit sales fell nearly 2% year over year in June, marking a fifth consecutive month of volume declines.The Retail Daily Minute has been rocketing up the Feedspot charts, so stay informed with Omni Talk's Retail Daily Minute, your source for the latest and most important retail insights.

Brave Bold Brilliant Podcast
From Classical Percussionist to £20M Immersive Empire: Eddy Hackett's Bootstrapped Business Story | Brave Bold Brilliant

Brave Bold Brilliant Podcast

Play Episode Listen Later Jul 21, 2026 35:54


Jeannette sits down with Eddy Hackett, co-founder and executive producer of the Lost Estate, who shares his fascinating journey from training as a classical percussionist to scaling a thriving, multi-million-pound immersive theatre business.  He dives deep into the realities of bootstrapping, the strategic value of looking for capital before you absolutely need it, and how an organisation can build a uniquely resonant brand by leading with its core, human centric identity. You'll Learn Why: A non-linear career shift can introduce creative squiggles that open unexpected and highly lucrative doors. Bootstrapping forces an organisation to adopt a lean, resource-aware mindset that naturally drives creativity. The optimal time to raise capital is when your business is at its strongest, rather than when cash is running low. Elevating your core brand promise is essential for building consumer trust in a highly volatile market. Whether you're a founder, CEO, small business owner, entrepreneur, startup leader or executive, these lessons will help you make smarter hiring decisions and build a stronger, more successful business.

RealTalk MS
Episode 464: Sharing Her MS Journey Graphically with Liat Shalom

RealTalk MS

Play Episode Listen Later Jul 20, 2026 32:20 Transcription Available


If you've spent any time at all living with or caring for someone with multiple sclerosis, you know that medical textbooks and information-filled websites can give us facts, figures, and symptoms, but they rarely capture the sometimes messy, sometimes overwhelming, and sometimes darkly funny reality of what it actually feels like to get a diagnosis of MS and realize your life has suddenly shifted under your feet. Our guest, Liat Shalom, was diagnosed with MS in 2021, at the age of 30. Instead of letting that diagnosis define her, Liat picked up her pen and created Unravelled—a groundbreaking graphic memoir that refuses to sugar-coat the MS experience.   For about five years, we've known that the Epstein-Barr virus (EBV) triggers MS. We'll explain what biologists just discovered about how EBV triggers MS, and what that could mean for future treatments. We're sharing evidence from an important study that shows a simple blood test is as accurate as MRI in determining whether someone is experiencing a relapse or a pseudo-relapse. We're sharing details of a study showing that virtual reality (VR) therapy is effective in treating MS-related brain fog. And if you're a woman between the ages of 45 and 60 and you're experiencing perimenopause, we'll share an easy way for you to participate in MS research without leaving home. We have a lot to talk about! Are you ready for RealTalk MS??! This Week: Unravalled, Liat Shalom's darkly humorous graphic novel about her MS journey  :22 Scientists discover how the Epstein-Barr virus triggers MS  1:53 A simple blood test can determine whether someone is experiencing a relapse or a pseudo-relapse  4:08 It's time to support the National MS Society's $119.6 million active investment in MS research   6:58 Virtual reality therapy can improve MS-related brain fog   9:16 An opportunity to participate in MS research for women between 45-60 who are experiencing perimenopause  11:41 Liat Shalom discusses her journey to an MS diagnosis that led her to create Unravalled, a darkly humorous graphic memoir  13:11  Share this episode  30:32 Next week  30:52 SHARE THIS EPISODE OF REALTALK MS Just copy this link & paste it into your text or email: https://realtalkms.com/464 ADD YOUR VOICE TO THE CONVERSATION I've always thought about the RealTalk MS podcast as a conversation. And this is your opportunity to join the conversation by sharing your feedback, questions, and suggestions for topics that we can discuss in future podcast episodes. Please shoot me an email or call the RealTalk MS Listener Hotline and share your thoughts! Email: jon@realtalkms.com Phone: (310) 526-2283 And don't forget to join us in the RealTalk MS Facebook group! LINKS If your podcast app doesn't allow you to click on these links, you'll find them in the show notes at www.RealTalkMS.com Unravelled: The Story of an MS Warrior by Liat Shalom https://unraveledgraphicnovel.com STUDY: CD4+ T-Cells Reactive to Epstein-Barr Virus Late Lytic Antigens are Enriched in Individuals with Multiple Sclerosis https://www.science.org/doi/10.1126/scitranslmed.adz6566 STUDY: Utility of Multi-Analyte Protein Assay to Distinguish Multiple Sclerosis Clinical Relapse from Pseudoexacerbation https://link.springer.com/article/10.1007/s40120-026-00984-2 STUDY: Effectiveness of Immersive and Non-Immersive Virtual Reality Interventions on Cognitive Function in People with Multiple Sclerosis: A Systematic Review https://www.mdpi.com/2077-0383/15/12/4534 PARTICIPATE IN RESEARCH: Perimenopause and Multiple Sclerosis https://www.nationalmssociety.org/news-and-magazine/news/ms-study-alert-perimenopause-survey STUDY: Effectiveness of Immersive and Non-Immersive Virtual Reality Interventions on Cognitive Function in People with Multiple Sclerosis: A Systematic Review https://www.mdpi.com/2077-0383/15/12/4534 SUPPORT: National MS Society Research https://nationalmssociety.org/research JOIN: The RealTalk MS Facebook Group https://facebook.com/groups/realtalkms REVIEW: Give RealTalk MS a rating and review http://www.realtalkms.com/review Follow RealTalk MS on X, @RealTalkMS_jon, and subscribe to our newsletter at our website, RealTalkMS.com. RealTalk MS Episode 464 Guest: Liat Shalom Privacy Policy

Weekly Spooky
Unknown Broadcast | Old Time Radio Horror Fiction Anthology

Weekly Spooky

Play Episode Listen Later Jul 19, 2026 137:13 Transcription Available


Unknown Broadcast returns with a full night of horror fiction anthology classics: CBS Radio Mystery Theater, Escape, Suspense, and The Whistler. Four eerie stories of supernatural mystery, impossible apparitions, and noir crime spanning the Golden Age of radio drama. Immersive vintage suspense for late-night listening.Tonight's eerie OTR lineup includes “The Walls of Jericho,” “Three Good Witnesses,” “The Singing Walls,” and “The Avengers” — four strange stories of impossible apparitions, wartime murder, hidden bodies, haunted walls, stolen gold, ghostly revenge, and crimes that refuse to stay buried.

Atlanta Business Radio
Creating Experiences People Never Forget: The Rise of Immersive Entertainment

Atlanta Business Radio

Play Episode Listen Later Jul 19, 2026


In this episode of Atlanta Business Radio, Lee Kantor interviews Kelly Nelson, Founder of Mirth and Mischief Enterprises. Kelly shares how her team combines behavioral psychology, live performance, immersive storytelling, and world-class creative talent to design unforgettable experiences that entertain, educate, and build stronger human connections. She also discusses the future of immersive entertainment, upcoming […]

The Sports Junkies
Immersive Seat Shaking Experience at RFK Stadium

The Sports Junkies

Play Episode Listen Later Jul 13, 2026 15:36


From 07/13 Hour 3: The Sports Junkies debate if the Washington Commanders should bring back the iconic RFK seats to their new stadium.

Le masque et la plume
"Un procès - après l'ennemi du peuple", Wagner Moura dans une mise en scène immersive de Christiane Jatahy

Le masque et la plume

Play Episode Listen Later Jul 12, 2026 8:25


durée : 00:08:25 - Le masque et la plume - par : Rebecca Manzoni - Le Festival d'Avignon accueille "Après un ennemi du peuple", une pièce de Christiane Jatahy. Avec Wagner Moura, cette mise en scène propose au public de participer au jugement d'un médecin révélant la contamination des eaux de sa ville. - équipe : Stéphane Le Guennec, Ilinca Negulesco - invités : Fabienne Pascaud Journaliste chez Télérama, Pierre Lesquelen Critique à I/O Gazette et Détectives sauvages, dramaturge et enseignant-chercheur, Sandrine Blanchard Journaliste au Monde, Laurent Valière Producteur Vous aimez ce podcast ? Pour écouter tous les épisodes sans limite, rendez-vous sur Radio France

TED Talks Daily
An immersive record of what the LA fires left behind | Nonny de la Peña

TED Talks Daily

Play Episode Listen Later Jul 2, 2026 12:47


Arriving in the devastated neighborhoods of Los Angeles after the 2025 Southern California wildfires, journalist Nonny de la Peña started scanning the remains — what firefighters called “Nuketown.” Beneath the rubble, her team uncovered a surprising range of things that had survived. From a shockingly undamaged car to family heirlooms in a safety deposit box, see how her team found the story by stepping inside it. Hosted on Acast. See acast.com/privacy for more information.